Mage: Player Guide

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It’s a strange world. Let’s keep it that way.,
- Warren Ellis, Planetary -

Contents (hide)

House Rules and Clarifications

Beneficial Conditions and Spellcasting

Beneficial Conditions (such as Informed, Inspiring, and Steadfast) granted directly by spells NEVER grant beats when resolved, even if cast with an exceptional success.

Creative Thaumaturgy

A large part of Mage’s thematics hinge on the flexibility of magic, but that sort of flexibility is difficult on a chat game compared to tabletop. However, we don’t want to entirely prevent ‘on the fly’ magic or Creative Thaumaturgy, so we’re implementing the following rules:

Creative Thaumaturgy may be performed in staff-run scenes ‘on the fly’, at the staff member’s discretion. Being allowed to perform a spell in a staff-run scene without it being finalized (see below), however, does NOT guarantee that it can be used again, as the mechanics will generally be simplified and made to suit the current situation. Creative Thaumaturgy spells may be submitted to the “Rules Master” group via a “Custom Item/Power” request, where it will be discussed and balanced as needed. There’s no specific time limit between submissions, but please only submit CT for spells you’re capable of casting and actively plan to use.

Once approved, Creative Thaumaturgy spells will be made publicly available on the wiki, and can be cast and used by anyone as if they came from an official source.

If no staff is present, you may only perform approved and published spells in scenes.

Note that for now, only spells can be submitted, not custom Reach effects for published spells, to avoid difficulties cross-referencing.

Duel Arcane (Optional)

The following optional, more complex rules can be used for those in the Duel Arcane: Duel Rules

They must be agreed to by both parties to be used.

Exceptional Successes on Casting

The listed option of ignoring all Withstand ratings on an exceptional success in spellcasting is not available.

Pattern Restoration

Pattern Restoration is not able to remove Conditions or Tilts that are supernatural in nature; they need to be removed with appropriate spells (or resolved normally). It can remove mundane conditions/tilts that are applied because of supernatural powers, however (but if the power’s still active, this may be a Clash of Wills or it may just be re-applied).

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Sleepwalkers

TO clarify, Sleepwalkers are not mechanically considered a “half-template” for the Mage venue regardless of how involved in the Mage venue the Sleepwalker may be. Instead, Sleepwalker is a classification for characters who are immune to the Curse, cause no Dissonance, do not increase Paradox and remember what they’ve seen (as pertains to the Supernal). Additionally, characters who fall under this classification can purchase Sleepwalker Merits (defined as those with “Prerequisite: Sleepwalker”, NOT “Prerequisite: Mortal”, or “Prerequisite: Integrity”).

Character types who are considered Sleepwalkers (Note: Only 1 of the following is necessary):

  • Mortals who have purchased the Sleepwalker merit
  • Mortals who have purchased an “internal” Supernatural merit (Chronicles of Darkness)
  • Changelings, Vampires, Werewolves, Fae-touched, Ghouls, Wolf-blooded or any other supernatural template.

Ephemeral beings and similar ‘Non-Template’ entities, like Strix and Oneroi, do not count as Sleepwalkers for the purpose of related mechanics, but nor do they count as Sleepers for the sake of paradox.

Clarification: Spell Holding

Sleepwalkers can be assumed to have one ‘Medium Sympathy’ spell ‘slot’ they can hold for a single Mage, and one ‘Strong Sympathy’ slot. They do not get these per Mage, it’s overall spells held in total. Banner Bearer adds to this, but is similarly calculated as an overall total.

Deadpan

Deadpan, per the current rules for definitions of ‘Magic’ in various venues, only works on Supernal Magic, by default, for the immunity provided. However, as a house rule they gain the increase in effective Composure against ALL supernatural means of fear.

Unsafe Relinquishment

Relinquishing a spell unsafely (with a willpower point) is an act of hubris at the Understanding level without an immediate need to. An inured spell is of course not affected by this.

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Clarifications

Clarification: Boons

Fate spells that grant a boon cannot provide a Potency dice bonus to casting dice pools, even if the spell lists affecting spellcasting pools as its own Reach option. Dice Tricks (e.g 9-again) affect spellcasting normally if Reach is used.

Clarification: Combined Spells

Combined spells have the same factors (if their Primary differs, choose one), including specified targets/area, unless a Reach is spent to separate the Scale.

Clarification: Nimbus Tilt

Nimbus Tilts only affect those actively witnessing them, meaning those using Mage Sight (or other supernatural powers that can perceive it), or anyone when the Nimbus is deliberately flared; this also includes the offender when the Nimbus is used defensively. However, the mage flaring the Nimbus is not affected by their own Tilt in any case.

Clarification: Resistance and Withstanding

Merits and abilities that subtract from a type of power’s resisted dice pool instead raises Withstand by 1/2 the amount (round up) when dealing with spells.

Merits and abilities that specifically treat the trait as higher just do exactly that.

Clarification: Shielding Spells

As listed in the Creative Thaumaturgy rules, Shielding spells will only protect against a number of supernatural effects equal to the spell’s potency for a given casting.

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Policy

Staff and Paradox

Releasing Paradox always requires a staff member present to direct the paradox Reach; it’s recommended not to release paradox for downtime casting

Internal Paradoxes require a staff member to be notified if more than 5 successes are rolled beyond what’s absorbed by Wisdom, as a new Paradox condition is likely to be needed.

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Cabal Creation

To create a create a request ticket or include in sanctioning request the following completed template

Template Example

Name
Cabal Name

Members:

  • -Shadow Name 1 - First Last Name
  • -Shadow Name 2 - First Last Name
  • -Shadow Name 3 - First Last Name
Theme
Theme that binds the cabal

Rites & Tenants - As per Lex Magica

  • Rite of Acceptance
  • Rite of Wisdom
  • Rite of Crossing
  • Rite of Hospitality
  • Rite of Sanctum
  • The Tenet of the Veil
  • The Tenet of Hubris
  • The Tenet of Protection
  • The Tenet of War

Locations

  • Neighborhood: Location
  • Safe Place: Location
  • Sanctum: Location
  • Hallow - Yes/No
  • Demense - Yes/No

Shared Dots

  • -Shadow Name1- First Last Name 2 Dots Safe Space, 1 Dot Sanctum, 1 Dot Hallow
  • -Shadow Name2- First Last Name 1 Dots Safe Space, 1 Dot Sanctum, 1 Dot Hallow
  • -Shadow Name3- First Last Name 1 Dots Safe Space, 1 Dot Sanctum, 1 Dot Hallow
  • -Shadow Name4- First Last Name 0
Description
Details about the cabals goals.

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Status

Consilium

  • Status 1
    • Any mage that resides in the city of Portland that has declared themself to a member of the Consilium’s Leadership Ally - Any exemplary resident of the Consilium’s domain who has served the Consilium.
  • Status 2
    • Liegeman/Liegewoman - Any mage who represents a cabal to the Consilium or who has earned special recognition for services to the Consilium.
  • Status 3- Mages at rank 3+ May be appointed the following position of service:
    • Sentinel
      • The Enforcer of the Consilium’s Law, tasked with patrolling its Sanctum and its Borders.
    • Herald
      • The Voice of the Consilium, tasked with acting as emissary amongst the Wise and distributing the edicts of the Consilium and its Leadership.
    • Factotum
      • The Prosecutor of the Consilium’s Law and the Lex Magica, tasked with prosecuting those members of the Wise who break the Lex as it has been established. They are also the keepers of the Lex Magica in its local form.
  • Status 4
    • Provost
      • The Hands of the Council tasked with the day to day functionings of the Consilium, ensuring that duties are distributed and performed amongst its membership. They are appointed at the pleasure of each individual councilor.
    • Interfector
      • The Eyes of the Council, the Knife in the Dark, Headsman of the Consilium, is appointed by the Council in times of need and is rarely a permanent position as its duties are often believed to defile even the most rigid of Awakened souls.
  • Status 5
    • Councillors
      • The Leading Council of the Consilium set the agenda of the Consilium, they are the beating heart of the Consilium, its ultimate leadership.
    • Hierarch
      • The Will of the Consilium and the Head of its Council sets the final edicts of the region, they are often both the most powerful and most popular of the Wise.

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Order

Mage players that purchase cross order status limit their maximum status to 3 total points of order status and may only spread those dots between 2 orders. A primary order must be declared. Players can still earn ICly ranks 3–5 in their primary status.

Status 3+ and their associated titles can only be earned through IC dedication to an Order or the Consilium and are granted by the Story Master/Narrator Staff at no XP cost. These ranks and titles can be stripped from a player for poor game play practices, inactivity, or failure to participate.

Order Status Benefits

  • Once during a month the Mage may request 1 dot from the temporary bonus list from their order.
  • Once during a month the Mage may request 2 dot from the temporary bonus list from their order.
  • Once during a month the Mage may request 3 dot from the temporary bonus list from their order. Additionally once a month the Mage may request 1 dot from the permanent bonus list as a justification for item purchase.
  • Once during a month the Mage may request 4 dot from the temporary bonus list from their order. Additionally once a month the Mage may request 2 dot from the permanent bonus list as a justification for item purchase.
  • Once during a month the Mage may request 5 dot from the temporary bonus list from their order. Additionally once a month the Mage may request 3 dot from the permanent bonus list as a justification for item purchase.

Benefits by Order

Adamantine Arrow

TemporaryPermanent
Imbued Item or WeaponImbued Item or Weapon
Enhanced Item or WeaponEnhanced Item or Weapon
ResourcesSanctum
Mentor CombatHallow
Safe PlaceRetainer
SanctumHallow

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Guardians of the Veil

TemporaryPermanent
Imbued Item or WeaponImbued Item or Weapon
Enhanced Item or WeaponEnhanced Item or Weapon
ResourcesSanctum
MentorHallow
Safe PlaceRetainer
Artifact 
Library 
Advanced Library 

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Free Council

TemporaryPermanent
Imbued ItemImbued Item
Enhanced ItemEnhanced Item
ResourcesSanctum
MentorHallow
ContactsRetainer
AlliesAlternate Identity
Safe PlaceArtifact
Sanctum 
Library 
Advanced Library 
Alternate Identity 
Staff (Research Assistants & Lab Techs) 

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Mysterium

TemporaryPermanent
Imbued ItemImbued Item
Enhanced ItemEnhanced Item
MentorSanctum
ContactsHallow
AlliesRetainer
LibraryAlternate Identity
Safe PlaceArtifact
SanctumGrimoire
Grimoire 

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Silver Ladder

TemporaryPermanent
Imbued ItemImbued Item or Weapon
Enhanced ItemEnhanced Item or Weapon
ResourcesSanctum
MentorHallow
ContactsRetainer
AlliesAlternate Identity
LibraryArtifact
Advanced LibraryGrimoire
Artifact 
Grimoire 
Staff 

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Titles by Order Status

Adamantine Arrow

Sleepwalkers

(Status 0 or 1 Banner Warden)

Any characters that fall into the category of Sleepwalker, who has sworn to defend the city along the Adamantine Arrows of Portland can earn the title of Banner Warden. Sleepwalkers are required to prove that even though they are not mages they will and have adapted the Adamant Way. Once they have proven themselves to the Adamantine Arrow they will receive a special pin, this pin identifies the individual as someone whom has provided honorable service. The pin also grants supervised access to Arrow Hall Conference Room within the Embassy Hotel.

Emblem of the Banner Warden.

Players with knowledge of the supernatural and support of the Embassy accords may take Status 0 in the Adaminte Arrow. Taking Status 0 offers no benefit or obligation in continued support the Mage Faction. After completing a story arch that includes Investigation and Combat alongside an Adamantite Arrow players may purchase status 1 with Narrator or Story Master approval. Status 1 requires the individual has sworn an oath to defend the city and must answer a call to arms if made by the Adamantine Arrow.

Mages

(Status 1 - Soldier)

A mage who has been received into the Arrows may take the title Talon. It is considered an honor to be accepted into the ranks of the Adamantine Arrow. Mages from any other order can earn the first rank, Talon, without conflict with their primary order. Mages are expected to present themselves as competent, respectful, and diligent while in the service as an Arrow. Failure to do so has rather undesirable results. Gaining status 0 in the Adamantine Arrows is rather easy. Loyal,extended service in the defense of the city is the bare minimum for this rank. Gaining Status 1 from outside the Adamantine Arrow is a lengthy and challenging process. The mage must prove they are capable of maintaining the balance between their order and the Tenants of the Adamantine Arrow. Out of Order mages that gain status 1 in the Adamantine Arrow are granted supervised access to Diamond Securities above ground facilities and underground Labs.

(Status 2 - Talon)

Famuli (singular famulus) of the Adamantine Arrow form the backbone of the order. Rising higher in Status than Talon requires a great deal of dedication to or ambition for the order itself, and Arrows have other concerns splitting their attention — Sleeper relations, protecting the Consilium, their cabals, their pupils, their mentors and so on. An Arrow might comfortably remain within his duties as a Talon his entire Awakened life, and suffer no stigma from his order because of it.

Mages from any Order can earn the rank of Talon. But they can not exceed rank 3 in their primary order should they chose to dedicate themselves more intensively to the Arrows.

(Status 3 - First Talon)

Position of Service: A member of the Adamantine Arrow who has earned the rank of first Talon. Dedicated themselves to the order, projecting themselves as the and takes a position of service like Herald or Sentinel.

(Status 4 - Thunderbolt Guardian)

Preparation is the key to victory, so the order enshrines this principle in the rank of Thunderbolt Guardian. Thunderbolt Guardians are teachers and counselors, versed in several useful fields, and also personally apply their abilities to operations.

(Status 5 - Adamant Sage (PC))

The Adamant Sage is by far the hardest rank to achieve and maintain. The Adamantine Sage is a shining example, a paragon, of all things Adamantine Arrow.

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Free council

Status Titles

(Status 0 - Unproven)

The mage has not be accepted as a full member of the Free Council but has expressed interest. They may attend assembly meetings but can not vote.

(Status 1 - Voter)

Any mage who has been accepted fully into the Free Council. This mage may vote at Assembly meetings.

(Status 2 - Voter)

Mages that reach the rank of two may start down the path to a Title of Service among the Free Council.

(Status 3 - Voter)
with Title of Order Service

The magi who reaches status 3 has proven they are competent in their service. They are awarded their title of service at rank 3.

(Status 4 - 5 Voter)
Trusted with greater responsibility

Free Council mages that competently and consistently serve the Assembly will be entrusted in greater duties among their field of service.

Titles of Service

Emissary

A position of ambassadorship, emissaries are the means by which the local Assembly interacts with other magi, other supernatural groups, and/or the embassy. Low-ranking emissaries are usually emissaries to their cabals, while higher-ranked ones may be asked to act as the Assembly’s ambassador to a Caucus or Consilium.

Minuteman

The citizen-soldiers of the Free Council, minutemen are those who have proven themselves defenders of the Council’s goals and members. They are expected to respond immediately to summons by the Council’s members, and to fight valiantly, whether in physical and magical conflict, or in the social arena. Additionally those who seek to gain status with the Adamantine Arrow must inform a ranking member of the Assembly.

Syndic

Politicians, the ideal of the Syndic is the Greek debater - clear-eyed, making people understand the nuances of the problems a people face, and then offering wise and charismatic ways to solve those problems.

Citizen Agent

Spies, covert agents and special forces, the citizen agents of the Council are regarded with great respect as heroes. They give of themselves constantly, often sacrificing their every-day lives for the good of the Council. These agents have neither subordinates or masters, instead taking on the missions requested of them by Assembly or Strategos.

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Guardians of the Veil

Status Titles

(Status 0)

Cultor that has not completed their Crimson Veil. A Cultor is the lowest members in the order they are not privy to any special information about the workings of the GoV. Their job is to take and weave the lies for the masses. Completion of the Crimson Veil grants the next rank of status.

(Status 1 Neophyte)

The rank of Neophyte denotes a mage that completed their Crimson Veil and are considered a full member of the GoV.

(Status 2 Famulus)

A famulus is a mage that completed their final veil. They are a firm believer in the beliefs of the GoV. This is the most common rank for members of the GoV. Some mages may never exceed the rank of Famulus because they failed some aspect of their veils. But instead of being informed they become trapped at this level. If the mage has not failed their Veil a higher ranking member may seek them out or vice versa to begin their next level of training.

(Status 3 - 4 title of Service)

Mages that reach these ranks have completed their veils, trained in a position of service and completed their training. Additionally they have proven their loyalty to the GoV in some profound act.Those mages that find themselves at this rank will begin a new understanding of the innermost working of the Guardians, their ultimate goals and beliefs.

(Status 5 Epopt or Magister)

(At least 1 Arcana Mastered to be called a Magister)

Epopt perform two functions. They manage the Labyrinth, upholding the order’s network of influence and misdirection, and they recruit new members, sending them through the Veils. An epopt rarely works alone. She directs other Guardians to support conspiracies and initiate novices through the Veils. Epopts are always experienced Guardians, but they rarely rise to the highest ranks of the order. The Guardians of the Veil value the Labyrinth, but try to keep its games at a distance.

Titles of Service

Culto

Cultors create and oversee the maintenance of Labyrinths. Though they are not responsible for the ways in which the caucus will use the Labyrinths, they are responsible for seeing that the Epopt’s decisions are made manifest in the Labyrinths.

Emissary

As many caucuses avoid revealing the identity of their Epopt - or sometimes, even the identities of their membership at all - the emissary acts as the public face of the Guardians to the local Consilium and other orders. Emissaries attend to public and private meetings, even being the one to deliver threats.

Susceptor

The elite spies of the Order, Susceptors are the field agents of the Guardians, their identities usually known only to Epopts. They eschew long-term strategies in favor of immediate objectives and tending to goals personally.

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Mysterium

Status Titles

(Status 0)

Exemplum: New initiated members who have yet to learn anything about the Atlantean Mystery. These members are not allowed to enter the athenaeum unescorted.

(Status 1 - Neokoros)

Members who have mastered the Mystery of the Principle. A neokoros may explore the Athenaeum in the shallows depths of the great library.

(Status 2 - Neokoros Superior)

A Mysterium mage who has spent time studying the Mysteries, mastered the Mystery of the Principle, and guides other Neokoros on their own study of the Mystery of the Principle.

(Status 3 - Daduchos)

A mage who has mastered the Mystery of Nightmares. Daduchos is the first level that allows the mage to take a position of service.

(Status 4 - Daduchos Superior)

Much like the Neokoros superior the Daduchos superior has studied, mastered, and is now guiding other magi along the Mystery of Nightmare. These mages have also taken a position within the order and proven themselves able to lead.

(Status 5 - Hierophant)

Hierophant must prove mastery of all of the great mysteries.

Titles of Service

Acquisitor

Field agents that travel the world to unearth Supernal knowledge

Censor

Safekeepers of artifacts who protect them from abuse by unenlightened hands

Theoricus

Members who have mastered the Mystery of the Soul

Savant

Mages who train in a certain field (one supernatural, one worldly) to preserve its knowledge for the Mysterium, in case that an Athenaeum that confined this knowledge is destroyed

Curator

Keeper and custodian of an Athenaeum

Philosophus

Members who have mastered the Mystery of Misfortune

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Silver Ladder

Titles

(Status 1 Neophyte)

Neophytes are the salespersons, advocates, messengers and lawyers of the Order that have been recently introduced into it are not yet accustomed to its secrets.

(Status 2 Acolytes)

Acolytes are junior members of the order that perform mainly menial tasks.

(Status 3 Famuli)

Famuli hold positions of power, administrate the ranks and efforts of the Consilium and generally direct the exertions of the order toward Ascension. Famuli is the minimum rank within the Silver Ladder needed to become a Factotum.

Factotum- are the lawyers of the Lex Magica. Mages of other Orders may call themselves factotum, but only among the Silver Ladder is it a rigorously-defined position of honor.

(Status 4 Claviger)

Claviger are responsible for maintaining the Silver Ladder’s ideological purity and recruit other mages for the Order.

(Status 5 Deacon)

Deacon is all things to all théarchs: leader, lawgiver, priest and chief representative.

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Custom Items and Powers

Transmitted Knowledge (Any Arcanum ••)

Practice
Ruling
Primary Factor
Per base spell
Suggested Rote Skills
Per base spell

By taking command over the knowledge or information revealed by the Arcana, the Mage is capable of granting this information or enhancement of the senses directly to another. This spell is technically many different spells, but they all work the same way. Any Knowing or Unveiling spell that, by default, only transmits its knowledge or sensory information to the caster can be used as the basis for this spell, which allows another subject (or subjects) to instead be the recipient (though with increased Scale the Mage may still receive it too). In the case of spells that normally require Scale for the subjects being studied, Scale must cover both those granted the knowledge/senses and those targeted by them.
Reach may be spent according to the base spell. In the case of the senses, imagery, or information normally being chosen or manipulated in real time by the Mage, the Mage leaves control of it to the Subject, if they know what they’re experiencing.

+2 Reach: The Mage may, by concentrating, experience the increased senses or knowledge of any Subject receiving it, though they lose access to their own senses in the process, even if not included in the Scale. They may also fully control any manipulation of the imagery or knowledge sought (such as deciding to fast forward/reverse Postcognition imagery, for instance).

Example 1: A Mage casts Transmitted Knowledge (Divination) on an individual who wishes to see the portents of the future. The spell is cast with 3 potency, and no reach is spent, so the subject is able to ask 3 yes/no questions that they choose. If the Mage had spent the reach for more detailed answers, the subject would be the one receiving them. If, however, he spent the +2 reach to control and experience the subject’s information gathering, the Mage would ask the questions and the subject merely experiences the answers along with him.

Example 2: A Mage casts Transmitted Knowledge (Mental Scan) on someone who wants to dig through the thoughts of the person they’re talking to. The Mage takes a −2 penalty, as they need to cover both the subject receiving information, and the one who’s thoughts are being read. Without spending the reach on control, the initial subject gets to ask Potency (-Withstand) questions about the target. If the Mage had spent the Reach, he’d control what questions were asked, and experience the answers too.

Example 3: A Mage casts Transmitted Knowledge (Nightvision) on someone so they can see in the dark. With or without the Reach spent, the senses offered are the same, but with Reach spent the Mage could see what the Subject is experiencing with these senses.


Death Spells


Life Conversions

The following Life spells can be assumed to have Death-based equivalents at the same level that affect Vampires (and other non-ephemeral, physical undead):

  • Mutable Mask (Life 2)
  • Degrading the Form (Life 3)
    • (Note: This specific mirror works even on living targets)
  • Honing the Form (Life 3)
  • Knit (Life 3)
  • Many Faces (Life 3)
  • Transform Life (Life 3)
    • Requires both Death 3 and Life 3
  • Animal Minion (Life 4)
  • Mend (Life 4)
  • Regeneration (Life 4)
  • Shapechanging (Life 4)
    • Requires both Death 4 and Life 4

Spirit Conversions

The following Spirit spells can be assumed to have Death-based equivalents at the same level that affect Ghosts and similar Death-related ephemeral entities instead of Spirits:

  • Invoke Bane (Spirit 1)
  • Know Spirit (Spirit 1)
  • Command Spirit (Spirit 2)
  • Shadow Walk (Spirit 2)
  • Craft Fetish (Spirit 4)
  • Shape Spirit (Spirit 4)
  • Annihilate Spirit (Spirit 5)

Shadow Sight (Death •)

Practice
Unveiling
Primary Factor
Duration
Suggested Rote Skills
Investigation, Occult, Survival

For the duration of the spell, the Mage is capable of seeing the true form of shadows, seeing their boundaries, size, shape, and everything else about them. This essentially allows the Mage to see in any amount of darkness, though if no light at all is available, he’ll only see in varying shades of textureless blackness. By default this spell only reveals mundane darkness to the user’s senses.

  • +1 Reach: The sense extends to the supernatural; anything supernaturally concealed that’s covered with shadows or darkness can still be perceived by the Mage if he wins the ensuing Clash of Wills. This will also outline ‘sentient’ creatures of darkness as separate from other shadows, including mages using Shadow Flesh, or creatures from various shadowy realms….

Spectral Synthesis (Death ••)

Practice
Ruling
Primary Factor
Duration
Suggested Rote Skills
Crafts, Weaponry, Firearms

Using this spell the mage fills the microscopic spaces between the molecules, in the target, some form of materal non living object with ephermal residue from the deadlands. Doing so makes the matter effective against Ghosts. Doing so on a room or box would potentially trap the being inside of the room as effective as if the ghost was solid.

Dead Man’s Mask (Death •••)

Practice
Weaving
Primary Factor
Duration
Withstand
Stamina
Suggested Rote Skills
Occult, Medicine, Subterfuge

This spell was designed to Mask undead minions from the Gaze of sleepers, though equally useful if cast upon more intelligent undead like vampires, mummies and the like. It makes the target dead or undead creature act as if its body was still alive. It does not however remove any weaknesses of the body, such as sunlight vulnerability Etc. The spell will only give the trappings of being alive. The subject will breath, have warm skin, a pulse, and be able to emulate the other basic functions of life, such as eating and drinking food. Corpses will not stink, bloat or otherwise decompose, and appear to be asleep. The subject will register as alive to most mundane senses and objects, and use of supernatural powers to determine the status will cause a Clash of Wills. It will NOT prevent any of the other normal functions, requirements, or weaknesses of the subject. A vampire may eat, but gains no sustenance from the food, and does not heal like a living person. They are still vulnerable to sunlight, and require vitae to function. Conversely, they do not NEED to breath, eat, etc., still being immune to suffocation, starvation (from deprivation from normal food or drink), and still retain their resistance to injury and other factors.

+1 Reach, Add Life ••••: For 1 Mana, the abilities of the spell are further augmented to recreate the biological functions, proper Digestion, Respiration, Persperation Etc. With the futher augmented life the banes of the kindred, and other types of sentient undead are still not circumvented, fire still causes Aggravated damage, most wounds are still downgraded properly, and sunlight still affects them normally.

Invite the Grave (Death •••)

Practice
Perfecting
Primary Factor
Potency
Withstand
Stamina
Suggested Rote Skills
Medicine, Science, Intimidation

This spell enhances the course of Entropy, making those that suffer from it feel the effects that much more intensely. The next time the subject suffers at least a point of damage over the Duration, increase the damage suffered by this spell’s Potency; the damage is the same type as that originally suffered. This can affect a maximum number of damaging effects equal to the spell’s Potency.

Nights Grasp (Death •••)

Practice
Weaving
Primary Factor
Potency
Cost
1 Mana
Suggested Rote Skills
Occult, Academics, Science

Night’s Grasp enables the caster to form starry black tendrils from the very shadows themselves. These tendrils can strike, grapple, hinder, and restrict under the command of their creator acting as the mages impromptu defender until the spell is dropped.

One tendril is created per target factor; these tendrils have a brawl dice pool equal to the spell’s Potency, no defense, and health equal to the caster’s Death rating. The tendrils act on the Mage’s initiative, but being mindless, do not perform acts on their own; one tendril per turn may be given a simple command (attack X, defend Y) reflexively by the caster, or an instant action may be used to give them all the same command. They will continue to attempt the action until it can’t be done anymore or a new command is given (or the spell ends, of course).

  • +1 Reach: The caster’s Brawl rating is added to the tendrils’ dice pool.
  • +1 Reach: The tendrils can affect Death-aspected Twilight.

Open Avernian Gateway (Death •••)

Practice
Weaving
Primary Factor
Duration
Suggested Rote Skills
Athletics, Intimidation, Occult

This spell targets an Avernian Gateway, opening it for the duration and allowing anyone (from either side) to travel through it until it closes again; this applies the Underworld Gate condition to the area. Any attempt to close the gateway before the spell ends provokes a Clash of Wills.

+2 Reach: The Gateway only opens in one direction, allowing the Mage to travel through it into the Underworld without allowing ghosts out, for instance.

Suppress Decay (Death •••)

Practice
Fraying
Primary Factor
Potency
Suggested Rote Skills
Medicine, Athletics, Survival

The mage is capable of stifling entropic energy, causing wounds and other injuries to be rendered superficial and harmless. For the duration, 2 points of pre-existing bashing damage per point of Potency can be ignored by the subject, as if they were undamaged. The underlying wound will heal at about twice the normal speed during this time, as well, since the body needn’t deal with the actual ‘harm’ itself. If the duration ends before the wound heals, the damage for any unhealed wounds reappears (accounting for the increased healing speed). This will also prevent bleeding out and other injuries that worsen over time for the duration.

  • +1 Reach: The spell can suppress one pre-existing lethal damage per Potency instead of 2 bashing.
  • +1 Reach: The mage may suppress a pre-existing Personal Tilt caused by Damage, such as Arm Wrack, causing the damage to become entirely superficial (if disturbing).
  • +2 Reach: The effect is Lasting (but the superficial wounds still take time to heal)

Advanced Shadow Crafting (Death ••••)

Practice
Unraveling
Primary Factor
Duration
Suggested Rote Skills
Academics, Intimidation, Occult

While a weaker version of this spell exists that crafts items from shadows and solidifies them for use by the mage, this more potent spell creates weapons and items that inflict weakness on opponents using the disabling nature of the Underworld towards the living. Indeed, these are not merely shadows, the shadows used in this spell are forged from death and have a devastating affect of living flesh, and their potent shadow-forged weapons strike not only the flesh of corpses and dead creatures, but affect their very being. The maximum durability, damage rating, and equipment bonus from objects crafted from shadow increases to match the rating in the casters Death Arcana. Additionally, attacks from these weapons deal lethal damage, even to Undead and Ephemeral beings (related to the Death aspect of Twilight) that normally downgrade such damage.

  • +1 Reach: The shadows are potent manifestations of the decay of death, and successful attacks inflict the Sick (Grave) tilt while in combat on living targets.
  • +2 Reach and 1 Mana: The weapon does Aggravated damage as it not only attacks the body, rotting away flesh and decaying bone, but it damages the very essence of the creature as well. This deals aggravated damage against creatures that normally downgrade most forms of damage, including Vampires and ephemeral beings. While this reach is in effect, any weapon forged by the shadows is considered a 0A weapon.

Forbid Injury (Death ••••)

Practice
Unraveling
Primary Factor
Potency
Suggested Rote Skills
Medicine, Athletics, Survival
Cost
1 mana

An Adept of Death is capable of not only stifling injury, but making even the most egregious wounds incapable of actually harming one’s life force, stripping away the actual danger present in any form of injury. Each level of potency causes 2 pre-existing lethal damage (i.e that were there upon casting) to be ignored by the subject, as if not present at all, although the superficial wounds remain, and become dangerous again after the duration ends. However, the underlying injury heals at twice the speed for the duration, as there’s no true harm for the body to struggle against. This will also prevent bleeding out and other injuries that worsen over time for the duration.

  • +1 Reach: The spell can suppress pre-existing aggravated damage.
  • +1 Reach: The subject may dedicate a Potency to ignore a single pre-existing physical tilt for the duration, rendering any injury or impedance entirely superficial, barring actual removal of an appendage or other body part.
  • +2 Reach: The effect is Lasting (but the superficial wounds still take time to heal).

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Fate Spells


Between the Lines (Fate •/Prime •)

Practice
Knowing
Primary Factor
Duration
Suggested Rote Skills
Academics, Occult, Expression

This spell reveals key information about the form and intent of symbols, whether these are cultural (e.g. art, status items), lingual (e.g. hobo-signs, alien glyphs), or magical (wards, curses, etc.) As examples, the subject may interpret a painting as reflective of melancholy over social issues, a ring or scar as denoting accomplishment or status in a public or secret society, a series of hobo-signs marking a dangerous passage, or arcane symbols as denoting intent to warn, curse, harm, disease, seal, or summon.

The spell offers no information about the creator, the symbol’s origins, or the symbol/item’s veracity (e.g. if a piece is fake or truly gilded). Furthermore, the spell offers no information about follow-through: threatening symbols are no guarantee of violence, nor is a sealing symbol proof of supernatural power and/or its success — only its intent to seal. The spell reveals, exclusively, information about the intent of the symbol itself.

  • +1 Reach: Short visions inform the Mage about the symbol’s origins, adding Potency to rolls involving the interpretation or study of symbols.
  • +2 Reach: Spend a point of Mana. The Mage can cast this spell as a Reflexive action.

Counting the Magic Beans (Fate •)

Practice
Knowing
Primary Factor
Duration
Suggested Rote Skills
Empathy, Streetwise, Survival

By tapping into the web of narrative-as-Destiny told by the Hedge, the mage becomes keenly aware of the characters and plants native to the Hedge nearby. She feels the gravity of their narrative as it tries to draw the Mage in to their tropes. Most mages specify certain types of characters to detect, such as “Hobs and Goblin Fruit,” or “only Huntsmen.”

After successfully casting this spell, the mage can detect all the specified types of characters within the spell’s area Scale, or that enter the spell’s area while it remains in effect. The Mage also knows what the characters are under the Mask, if applicable. The Hedge’s thorns are uniquely immune to being processed by this spell.

  • Add Mind 1: The mage can detect the presence of Oneiroi, Baubles, Cobblethought, and Dreamspun items.
  • Reach +1: The Mage can detect things transformed by the Hedge, such as Hedgebeasts and Changelings.
  • Reach +1: The Mage can specify characters by their role or function so long as it has been made an intrinsic part of their nature, allowing the Mage to specifically look for “Goblin Merchants” or “Poisonous Goblin Fruit.” When combined with the above Reach, the Mage can look for Changelings with specific Kiths (but not Seemings, as the Hedge is not responsible for that transformation).

Find the Path (Fate •)

Practice
Knowing
Primary Factor
Duration
Suggested Rote Skills
Academics, Occult, Survival

This spell can detects the presence and location of Irises leading to or from the Hedge in the area of effect of the spell’s Scale. Add this spell’s Potency to rolls made by the subject to navigate to it.

  • Reach +1: The subject becomes aware of one type of topographical feature within the Hedge in addition to any Iris’s, such as (but not limited to) Trods and Hollows. By adding Mind 1, this may include Dream Bastions. This Reach may be selected multiple times.

Supernal Targeting (Fate •, Time •, Space •)

Practice
Knowing
Primary Factor
Potency
Suggested Rote Skills
Firearms, Athletics, Investigation

A mixture of knowing how the next fleeting moments will affect a subjects target’s position, intimacy with the correlation between objects spatially, and a preternatural sense of timing are molded together to allow a mage to begin preparing his actions for efficiency, well before conventional precepts with eerie fluidity. This spell makes aiming a thrown or fired weapon take less time. In lieu of spending a turn aiming, the aim action’s use-time is reduced to an Instant Action. In most cases, this allows a Mage to aim and move. Also, as long as the Mage does not change the target(s) of this accuracy, attacks do not reset the bonus received from aiming. If the target of the aim action moves outside of the Mage’s line of sight, the aim is disrupted normally. Sleeper Witnesses suffer Quiescence normally.

  • +1 Reach: The spells affected aim actions are made reflexively, though this does not allow for multiple aim actions to be taken in one turn.

Channel Glamour (Fate ••)

Practice
Ruling
Primary Factor
Potency
Suggested Rote Skills
Occult, Expression, Empathy

Some of the denizens of the Hedge can be easily bought or distracted, oftentimes drawing the line between friend and foe thinly and without consideration beyond the first few seconds of encountering them. This spell allows a mage to draw Glamour into her Pattern whenever she can manage to uncover some of the recondite energy, be it bargaining with one of the Lost (given willingly), one of their own sorts of charms or receptacles, or stranger things yet still. The mage may transfer an amount of Glamour equal to Potency. However, she cannot channel more Glamour per turn than her Gnosis-derived mana per-turn rate. Glamour stored within the mage’s Pattern remains even after the spell’s duration expires; however, she can only hold a number of mana and Glamour equal to her Gnosis derived maximum mana.

  • +1 Reach: The mage may siphon Glamour directly from a fae creature, though the spell gains Withstand equal to the subject’s Composure.

Foreshadow (Fate ●●)

Practice
Ruling
Primary Factor
Potency
Suggested Rote Skills
Academics, Expression, Subterfuge

When a mage casts this spell, he chooses a destiny (or Destiny) of which he is aware. The spell causes the strings of fate to manifest one symbol per dot of Potency of that destiny between the time of casting and when the fated event occurs. For instance, if a Sleeper is destined to get into a car crash, the spell might cause her to see a commercial about auto insurance, or she might drive by the site of a car crash the day before. The effects of this spell are normally minor and subtle, but they can be useful for getting someone to believe in the power of fate and symbolism. Alternatively, the mage might wish to cause foreshadowing to manifest for particularly obscure destinies in order to analyze a mystery from a different point of view.

+1 Reach: The mage chooses how the foreshadowing manifests.

Summoning (Fate ••)

Practice
Ruling
Primary Factor
Duration
Withstand
Resolve
Suggested Rote Skills
Investigation, Expression and Persuasion

Fated things and people are pulled together as if by gravity and with this spell the mage compels that law of Fate summoning to her side lost things and people. The mage cast this spell on her target then at anytime during it’s duration she may sense how to reach her target. She doesn’t know the whole route to take just what steps to take to find them but she does have a general sense in what direction her target lies. She may invoke this ability a number of times equal to the spells Potency.

If the Object or Person is within the immediate area the target becomes apparent in someway to the caster, perhaps a soft wind blows making it rattle or a streetlight turns on highlighting it. If the optional Reach effect is taken instead the person or object makes it’s way back to the mage. Typically this takes up to 24 hours if the target is in the same city but could take longer for longer distances.

People that are being summoned have the impression their being called by the caster and have a rough idea how to find the caster but nothing concrete. Events will conspire to lead and harass the target to come to the caster of this spell. If they actively resist this spell’s call they suffer a Hex equal to this spell’s potency so long as they continue to ignore the calling (in such a case, they find it difficult to stay away, but not impossible).

  • +2 Reach: The target makes its way back to the caster, as described.
  • +3 Reach: As above but the target hurries back in half the normal time (if not resisting the call).

Freedom (Fate •••)

Practice
Perfecting
Primary Factor
Duration
Suggested Rote Skills
Athletics, Larceny, Survival

Using this spell, the mage’s potential is safeguarded against the mundane meddling of those seeking to control her using a more mundane methodology. Hands slip free, keys are dropped and bounce just barely into reach, the cuffs failed to lock tight enough, or the chair the mage is tied to finally decides to break after it’s years of service are through, leaving the subject surrounded with a means to cut her loosened bonds. Efforts to grapple the subject of the spell are reduced to a chance die, regardless of how easily achieved the grapple was established, though the subject suffers similar effects regarding her ability to ensnare subjects as well. Mundane binding of any form, on their own, fail automatically, and Supernatural effects that employ physical means of trapping the subject provoke a Clash of Wills (up to Potency times). This spell fails if the subject is unconscious or otherwise unable to take action

  • Add Time 4: One such escape attempt’s affected dice roll each turn during the spells Duration can be made as a reflexive action, as the mage applies this strain of defiance over time in the blink of an eye.
  • +1 Reach: The effect only works one way, the subject(s) of the magic being able to bind and tie their own targets are unrestricted by the magic, but the target’s own rolls are not penalized to resist these attempts (such as when doing any maneuver other than Breaking Free in a grapple).

Make It Look Easy (Fate •••)

Practice
Ruling
Primary Factor
Potency
Withstand
Composure

The subjects exceptional success threshold for mundane rolls are expanded or reduced by the spell’s Potency during the spell’s Duration (to a minimum of 1), up to a number of times equal to Potency. This spell has no control over whether or not success is actually achieved, what it does is increase or decrease the forceful effects of success, so that even meager efforts can make for a higher grade of results, or mighty efforts met with modest effects. This spell can make capable experts appear to be talented charlatans, or make up amateur taxi drivers to seem like trained Hollywood stunt devils.

  • +2 Reach: The spell affects spell-casting rolls and supernatural powers, but may not reduce the threshold below 3, no matter the potency.

Unlocking the Secret Garden (Fate •••)

Practice
Weaving
Primary Factor
Duration
Suggested Rote Skills
Crafts, Larceny, Survival

This spell allows the Mage to force an Iris leading into or out of the Hedge open or closed, regardless of its associated keys. This may require a Clash of Wills in the case of Gateways being kept open or closed by another being.

  • Reach +1: The Mage may instead change one detail of the Gate’s Key or means of access per Potency. A gate that opens to red headed stepchildren that spin around backwards three times might be changed to opening for anyone, that claps their hands three times for two Potency.

Baleful Blade (Fate ••••)

Practice
Patterning
Primary Factor
Potency
Suggested Rote Skills
Weaponry, Firearms, Athletics

Sometimes the knife needs a little push to find its mark, to hit those soft points and nerves, to punch between the ribs. A bat needs the oh-so slightest perfection in the swing to knock a collar bone in half, and a bullet needs that extra centimeter to the left to pierce the heart. With this spell an acanthus can urge the strings of fate to tug it in the right direction, making even the smallest pen knife an instrument of doom for its victim. The target of this spell has its weapon rating increased by +1 per potency (to normal equipment maximums).

  • +1 Reach: The weapon also gains Armor Piercing equal to the spell’s potency.
  • +1 Reach: By spending a point of Mana, the weapon rating can go above 5.

Charmed Life (Fate ••••)

Practice
Patterning
Primary Factor
Duration
Withstand
Composure
  • If resisted
Suggested Rote Skills
Occult, Socialize or Persuasion

The subject of the spells enjoys or endures a life of extremes. A blessed life does away with minor inconvienances such as too many red lights or stubbed toes. They can also be blessed in the following ways to a maximum number of times equal to the spell’s potency. Each use is reflexive and can only be used once per turn, and not the same turn as the same condition was expended or resolved.

  • Gain the Charmed Condition
  • Gain the Steadfast Condition
  • Gain the Resolute Condition
  • Downgrade the level of damage by one category against one attack
    • Can’t downgrade Aggravated damage unless Reach was spent for this effect

Meanwhile a cursed subject suffers indignities at every turn, spilled coffee to running late to work. For each potency of the spell the subject suffers one of the following effects whenever it’s dramatically appropriate as determined by the Storyteller. As a charmed individual above an effect from this spell can only occur once per turn and is reflexive.

  • An exceptional success becomes a normal success
  • A failure becomes a dramatic failure
  • Damage from an attack is upgraded one level
    • Can’t be upgraded to Aggravated damage unless Reach was spent for this effect
  • Apply a negative condition or Tilt appropriate to the situation
  • +1 Reach: The spell can downgrade or upgrade damage from/to Aggravated

Skimming the Cream (Fate ••••)

Practice
Patterning
Primary Factor
Duration
Suggested Rote Skills
Academics, Investigation, Subterfuge

This spell’s effects are as Shifting the Odds (Fate ••, MtA 136), but with less disruption. By finessing a wider web of sources, the mage massages Fate in such a way that no lasting harm is done. The subject specified by the mage may not be the first available, but the greater control of Fate ensures that it’s there just as quickly, and with less negative ripples in the fabric of destiny. Objects and currencies drawn by the spell don’t cause the previous owner or the mage any inherent or lasting trouble. Retainers injured in temporary service end up receiving sufficient medical care somewhere down the line. Favours garnered by Mentor, Allies, or Contacts slip under the radar or already fit into existing plans. Acquired Resources are the result of benevolence, chance, or the vicissitudes of global and personal finances. The effects of the spell are cosmically unnoticed, uncared for, or of little to no actual consequence, thus causing no bad karma (if such a thing exists.)

To prevent itself from tangling the tapestry enough to cause harm, the spell automatically fails if the mage successfully uses this spell more times in a month than half their Fate rating (rounded up) to acquire Merits above 3.

  • +1 Reach: The mage finds their subject or goal within one hour.

What If Scenario (Fate ••••/Time •)

Practice
Patterning
Primary Factor
Duration
Suggested Rote Skills
Occult; Science, Academics

The mage can look into a subject’s possible future and see what could be if certain strings of fate were manipulated. This allows the mage to divine where altering the fabric of fate may affect the future, or potentially seeing what the outcome of a particular destiny may be. Without reach, the mage can only dvine the effects of their own fate and changes they might make. This spell can see far into the future, allowing the mage to see most likely long-term consequences of their current fate. The mage may incorporate as many possible shifts to their fate as potency. Looking too far from the present increases the likelihood of the answer being superseded by the point the future becomes the present. The Storyteller must decide what the future holds, taking into account the nature of the story as well as cues from the mage’s description of the “what if scenario.”

While viewing the possible future, the mage loses all Defense and may not take any actions or cast further spells.

  • +1 Reach: The mage can specify fates external to their own in the What If Scenario.
  • +1 Reach: The mage can specify a specific date and time in the future to perceive the results of the What If scenario at that time.

Exalted One (Fate 5)

Practice
Making
Primary Factor
Potency
Withstand
Composure (if resisted)
Suggested Rote Skills
(Expression, Survival, Streetwise)

This spell is not discussed frequently, even amongst Masters of Fate. The effects of this blessing puts the world in the subject’s palm.

  • Anyone who encounters the subject feels instinctively comfortable around them, intuitively sensing the blessing. Strangers are jovial and welcoming, if not helpful outright. If the subject is using the Social Maneuvering System, the impression rises by one. If not, the subject gains a bonus equal to Potency to ‘any’ Social actions to persuade others to aid him or treat him with kindness.
  • Any actions aimed at hurting the subject, or showing ill intent to the subject suffer the effects of a Hex (and are withstood by the offender’s Composure). This includes everything from trying to remove the blessing, to minor pranks.
  • Any actions done that benefit the subject even remotely gains the effects of a Boon, from driving her to work, remembering the lunch you promised her, to jumping in the way of a bullet, or lying to get her out of trouble.

The caster must account for any Reach involved in the Boon and Hex separately.

+1 Reach: The mage can adjust the sensitivity of the blessing as they wish; she could grant the spell’s boon that provide comforts and deflections of minor woes, while doing nothing to provide any real protection from outside threats, for example.

Milk of the Wyrd (Fate •••••)

Practice
Making
Primary Factor
Potency
Cost
1 Mana
Suggested Rote Skills
Expression, Persuasion, Occult

Glamour is the recondite supernatural fuel of the fae, the Wyrd, and their Contracts. It appears at pivotal moments, drawn from the emotional resonances and intent that create the Story that is a greater part of the fae’s being than their flesh. A Master of Fate can use magic to fabricate the subtle imprints of these conditions with magic, and the Wyrd responds by yielding it’s bounty. This Glamour takes on the Resonance of whatever powerful emotions the mage wills them to be, as long as the mage has encountered it before.

+1 Reach: The mage may ‘flavor’ the Glamour with multiple Resonances they have previously encountered.

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Forces Spells


Matter Conversions

The following spells from Matter can be used with equivalent Forces on/relating to electronic/computerized devices.

  • Machine Invisibility

Discovery Protocol (Forces •)

Practice
Knowing
Primary Factor
Potency
Suggested Rote Skills
Computer, Intimidate, Larceny

Modern technology still requires a known piece of information to ask a question of a machine. The awakened Discovery Protocol circumvents this necessity of known information to extract information that is available for request by the nature of the system. This spell extracts a hybrid DHCP-ARP cache from an active system. A table of this type acts as a symbolic sympathetic yantra to each device on it, and Representational to the device from which it was extracted.

  • Add Spirit 1: A spiritual resident or representation of a system becomes a valid target, providing its sympathetic name as well. A spirit may withstand with its Rank.
  • +1 Reach: Rather than a copy of existing data, the device produces a brand new, specialized table, increasing the primary device’s sympathetic strength from the table to material (though this fades to representational after a month, as normal).
  • +1 Reach: By providing the faintest spark of power, an unpowered device becomes a valid target.

Magnetometer (Forces •)

Practice
Unveiling
Primary Factor
Duration
Suggested Rote Skills
Science, Academics, Subterfuge

The subject is able to sense metal and magnetic materials, including the size and location of the object; similar to a magnetometer at security checkpoints, but with more precision.

  • +1 Reach: The target knows the shape of the object or objects detected.

Programmer’s Eye (Forces •)

Practice
Knowing
Primary Factor
Duration
Suggested Rote Skills
Computer, Investigation, Science

Under the programmer’s eye, all code remains mysterious until it unfolds, sloppy notations, personal quirks run rampant through the system. However, by undergoing a moment of epiphany under this effect, the subject gains a complete understanding of the software or the data. It’s intended purpose is obvious and available; as is its absence. Corruption, Encryption, and Mistakes that interferes with normal operations are also revealed, but not immediately understood and must be corrected through other means.

  • Add Fate •: The mage names a particular task when casting the spell (e.g. “get leverage on Carruthers,” “translate the Codex Afire”). Any data that might help with that task seem to loom larger, to be more digitally present, and are immediately obvious to the subject as soon as she lays eyes on them.
  • +1 Reach: Understanding the function of the examined code grants the subject 8-again on all actions using the studied code. Only the most recently studied object gains this benefit as the supernal clarity fades from the mind’s eye to replace it with another.
  • +2 Reach: As above, plus the spell reveals all potential uses of an object, fanned out in a vast array of Supernal symbols around the object. Focusing on a particular use might require a reflexive Wits + Composure roll for especially complex items.

Run Software (Forces •)

Practice
Compelling
Primary Factor
Potency
Suggested Rote Skills
Computer, Drive, Expression

Computers have only begun to scratch the surface of their potential and as man reaches their imagination extends towards a new step that could not have been considered before that moment. Running a program within a computer system is among the simplest of digital magics available to those who delve into this type of magic. The affected program simply responds as the mage wishes. Any action requiring a skill roll treats the spell’s Potency as its successes.

  • +1 Reach: Scripts can be set for automation, performing their task when some value is met, however it must be within the confines of what a computer understands. This is most often its time clock.
  • +1 Reach: The caster can perform more complex tasks while controlling the object, including extended actions or maintaining continuous control of the object as long as the spell’s Duration lasts.

Aethernet (Forces ••, Space ••)

Practice
Ruling
Primary Factor
Duration
Suggested Rote Skills
Computer, Larceny, Persuasion

Free WiFi is never truly free. It comes with its own risks and rewards and it is still, even today, not quite ubiquitous. Opening an ‘Aethernet’ connection allows a device which generates a signal (cellphone antenna, wifi adapter, RJ-45) to broadcast to a device which generates a similar signal (cell tower, wifi enabled router, ethernet cable) and receive those signals remotely using the natural sympathy of their wavelengths which is hardcoded to reality and the natural propensity for devices of these types to communicate.

  • Add Death ••, Sprit ••, etc: By adding •• in an Arcanum whose purview includes another realm of existence (e.g. the Underworld or the Shadow), the mage may transmit data from that realm into the physical world, or vice versa.
  • Add Time ••: By asserting that today is still yesterday, the character may access information that existed prior to entering an other worldly realm. This is most useful for accessing (deleted) digital libraries and not so much for email or news feeds.

Inhibit Ignition (Forces ••)

Practice
Ruling
Primary Factor
Duration
Suggested Rote Skills
Crafts, Science, Occult

With this effect, the mage inhibits fire’s ability to spread to or to ignite new substances within it’s area of effect. While it will not extinguish existing flames, such a fire will die out naturally when its existing fuel is expended and it is unable to spread.

More importantly, however, no new sources of ignition will work within the area. Matches or lighters will not light, nor will fuses. Explosives or their primers will not ignite, preventing bombs or grenades from exploding, and even bullets will not fire (note though, that projectiles NOT propelled by explosives will still work, for example Airsoft or CO2 guns). Vehicles operated by internal combustion engines will not run (but electric vehicles will!).

If the source of fire or combustion is magical or supernatural in nature, this will provoke a Clash of Wills.

Merciful Blow (Forces ••)

Practice
Ruling
Primary Factor
Duration
Suggested Rote Skills
Athletics, Brawl, Science

Useful for both training purposes and for those who wish to subdue an opponent without causing permanent damage, the mage diffuses the force of his armed or hand to hand strikes, changing any lethal damage caused, into bashing. As usual, excessive bashing damage may roll over into lethal. This spell has no effect on incoming blows, only ones made by the mage himself.

  • +1 Reach: The spell applies the Knocked Down Tilt
  • +1 Reach: The spell applies the Stunned Tilt
  • +2 Reach: The spell may be applied to thrown weapons. Alternately, it may be applied to Firearms, however they also automatically lose any Armor Piercing rating.

Overclock (Forces ••)

Practice
Ruling
Primary Factor
Duration
Suggested Rote Skills
Computer, Persuasion, Science

Amplify the power, refine the language, complete the circuit; through subtle changes in the system, the target electronic device becomes increasingly receptive to the user’s input. The grants its user the 9-Again quality for the duration of the spell, so long as it’s a tool that can benefit from an increase in processing power.

  • +1 Reach: The tool grants the 8-Again quality instead.

Reroute (Forces ••)

Practice
Ruling
Primary Factor
Duration
Suggested Rote Skills
Computer, Larceny, Subterfuge

Data flows constantly, and with the correct nudge it can be made to flow to places other than its originally intended destination, as the case may be, packets will universally be resent to fill the void that was left when the receiving end fails to find the correct piece. A bank account number, the latest torrent streams, it all becomes accessible while in motion. Texts and emails are especially of great value as the cases may be. Only a single type of data may be affected.

Alternatively, the mage can repel certain forms of data from a subject in a similar fashion; not getting that call, that text, that email can greatly disrupt normal business operations.

  • +1 Reach: Additional types of data may be compelled to or from a subject, per level of reach.

Affirmation of the Dawn (Forces •••, Prime •••)

Practice
Weaving
Primary Factor
Duration
Suggested Rote Skills
Occult, Survival, Intimidation

The Fallen World sits fractured, separated into its many incomplete layers that brush against each other only in so much that they can be said to fill the same space while remaining apart. Illuminating the world’s Twilight with the coming of Dawn reveals what is unseen, any ephemeral entities in twilight to be seen and heard clearly while they remain in the area of the spell.

Flash Freeze (Forces •••)

Practice
Fraying
Primary Factor
Potency
Suggested Rote Skills
Intimidation, Occult, Survival

The mage frays the heat of a subject, suddenly and dramatically dropping its temperature as though exposed to a snowy winter night. The effects of this vary by subject and circumstance. For example, most liquids and vapours condense/freeze, and most solid substances become brittle (ignore 1 Durability while frozen). If used on a living being, the spell causes Bashing damage equal to Potency for those incapable; if the spell is cast with sufficient Duration on a being capable of hibernation, it may be induced with this spell instead of damage.

Note that this spell may cause further effects based on the being frozen, or being subjected to local temperature differences when the spell ends: sudden freezing may cause containers to burst, heated ice may crack, and condensed/frozen vapors may evaporate in high concentrations.

  • +1 Reach: The sudden chill is enough to cause Bashing damage to all subjects. Those already susceptible to Bashing damage from the spell suffer a penalty to their Athletics equal to the spell’s Potency.

Kinetic Mastery (Forces •••)

Practice
Perfecting
Primary Factor
Potency
Suggested Rote Skills
Athletics, Science, Survival

The mage may now perfect the kinetic energy of the subject’s motion, allowing for exceptional physical feats with little effort. The subject can run faster, jump further, lift more, with the following benefits: The subject need not make any rolls to resist fatigue due to physical exertion during the duration of the spell (this does not effect fatigue due to lack of sleep, extreme environments, etc.)

Running and swimming speeds, jumping and climbing distances, and weight that can be lifted, are all multipled by the potency of the spell.

  • +1 Reach - The subject’s control of their kinetic motion is such that that they can run or jump on virtually any surface, even if it would not normally be able to suport them, such as the surface of a body of water, a thin tree branch, or the edge of a sword, as long as they remain in motion.

Unseen Hands (Forces •••)

Practice
Weaving
Primary Factor
Potency
Suggested Rote Skills
Athletics, Occult, Science

This spell creates a short-range field of telekinetic force around the subject, allowing them to operate objects (per Scale) at close range. Apply the spell’s Potency to the force’s Strength or Dexterity, and default the other to 1. Use these Attributes with the subject’s other stats for rolls. Unused objects float and follow within arm’s reach of the character as if held at arm’s length. Note that this does not allow the character to perform extra actions: using an item with this spell is still its usual action type. Neither does this spell provide additional senses: a gun pointed around a corner is still fired blind.

  • +1 Reach: The player may divide Potency among Strength and Dexterity.
  • +1 Reach, add Fate or Mind ••••: The force wields one object in concert with the mage. The player may assign Potency to Retainer dots to one item, acting after the caster each turn. This Reach may only be applied once.

In for a Shock (Forces 3, Life 3)

Practice
Fraying
Primary Factor
Potency
Suggested Rote Skills
Medicine, Science, Brawl

With a touch, the Mage can harness and amplify the natural electrical impulses to create an electric shock within the subject. The subject takes the spell’s Potency in bashing damage as nerves misfire and electrical impulses are interrupted.

  • +1 Reach: The sudden jolt causes the Stunned tilt due to its intensity.
  • +1 Reach: Electrical devices in the target (Such as pacemakers) or touching the target’s skin also take the damage, bypassing Durability.

Recompile Software (Forces •••)

Practice
Weaving
Primary Factor
Potency
Suggested Rote Skills
Computer, Drive, Streetwise

From 01000001 to 01011010, the digital sea ebbs and flows with software as it runs and performs its operations. Grasping deep within this network fueled by the genius of Tesla and Edison, born of Babbage and Turing, the mage may grasp and seize the children of Lovelace, forming them into new shapes to suit an immediate need. The Imago takes this need and realigns the 1s and 0s until they form the function that is required in that instant. What is a program: The chat bot, the firewall, the personal assistant. The MMO, the conversation, the Dialogue, the circle spins endless and takes limitless shapes. Humanity has yet to find the limit of what its software is capable of becoming.

The potency of this effect reshapes the software, acting as successes to skill rolls performed by the software, if applicable. Each piece of software can only serve a single function, whether it be searching the internet, driving a car, or targeting an orbital strike.

To code the software to the appropriate form, the mage must have an understanding of the code to be created, requiring a successful Intelligence + Computer check, penalized by the complexity of the new software. The ‘new’ software must still be operated by the user, which can be intensely frustrating when it no longer serves its original purpose.

  • +1 Reach: Scripts can be set for automation, performing their task when some value is met, however it must be within the confines of what a computer understands. This is most often its time clock.
  • +1 Reach: The caster can perform more complex tasks while controlling the object, including extended actions or maintaining continuous control of the object as long as the spell’s Duration lasts.

Heat Shield (Forces •••)

Practice
Weaving
Primary Factor
Duration
Suggested Rote Skills
Athletics, Occult, Science

The mage redirects electrons, letting heat and electricity pass harmlessly around her. This spell acts as a shield against direct damage from fire and electricity, granting effective armour equal to the caster’s Forces Arcanum. It cannot stack with other sources of magical shields or armour. Mage Armour explicitly suppresses this spell when active, even if the protection should be less than the effect it replaces. Magical sources of harm trigger a Clash of Wills, and the spell can Clash as many times as the spell’s Potency.

  • +1 Reach: Instead of the energy being harmlessly scattered, any damage prevented by the spell can be redirected to adjacent targets. Any targets within two meters not protected by this spell, including any attackers and the mage’s surroundings, suffer half the absorbed damage as bashing damage.

Roll With It (Forces •••)

Practice
Perfecting
Primary Factor
Duration
Cost
1 Mana
Suggested Rote Skills
Athletics, Science, Brawl

The subject gains a superlative understanding of the application of kinetic force and leverage. The subject knows how to move to dissipate and redirect the energy from physical blows to reduce damage - possibly even avoiding what would otherwise be a solid strike, potentially setting up a counter-attack. This spell grants the subject’s attempt to dodge physical attacks, including attempts to grapple, the rote quality. The subject’s player can choose which of his rolls are affected (declared before the dice are rolled). This is used a number of rolls equal to potency while the spell duration is active. The subject of the spell is still subject to other dodge restrictions.

  • +1 Reach: This spell applies to attempts to escape a grapple.
  • +1 Reach, Add Time 1: The character may attempt to dodge bullets and similar attacks.

Sound of Creation (Forces •••)

Practices
Perfecting
Primary Factor
Potency
Cost
1 Mana
Suggested Rote Skills
Expression, Occult, Science

Any action that has sound quality as a key component (i.e. musical performances) is heightened to magical perfection and acquires the rote quality. The subject gains the quality for a number of appropriate mundane rolls equal to Potency. While Forces are not commonly thought of as the source of inspiration, sonic energy holds mystical sway over living beings, and a master of this spell can use it to draw the perfected power of the Aether and use it to fuel and enhance her own gifts to exploit its many secrets.

Ablative Shielding(Forces ••••)

Practice
Shielding
Primary Factor
Potency
Cost
1 Mana per target affected
Suggested Rote Skills
Athletics, Science, Occult

As the name suggests Ablative Shielding is just that a powerful shield that uses the power of Forces to keep the caster or subject of the spell safe from harm by creating a barrier around the target that absorbs at total of Potency x4L or x6B damage by instantaneously excising it. This shielding works vs kinetic or energy based physical damage.

Note that this spell will not stack with normal Mage Armor.

  • +2 Reach: Barrier absorbs incoming Agg Damage as well.

Compile Sprite (Forces ••••)

Practice
Patterning
Primary Factor
Potency
Withstand
Composure or Rank
Suggested Rote Skills
Computer, Expression, Occult

Singularity. The Ghost in the Machine. SkyNet. Titan and Promethean. Replicants. Artificial Intelligence. We are software operating in the medium of a machine sculpted from a billion years of evolution and we now seek to create that which is ourselves within the digital medium, cause and effect, a summation of experiences, the methods go on for shaping these nascent disembodied beings though we inevitably seek to embody them that they might live among us in our world. Each level of Potency effectively grants a dot of the Retainer merit. The Sprite’s “Field” is defined at the time of its compilation, and must make sense for an AI in the system it’s implanted.

  • Add Death ••••, Mind ••••, or Spirit ••••: Binds a ghost, goetia, or spirit into the Sprite, which allows it to act as a vessel for that entity. The sprite still uses the Retainer dots to determine dice pools, but it can use any of the possessing entity’s powers, and the sprite’s “field” is whatever the entity is capable of.
  • Add Mind ••••: Binding a mind into the Sprite allows it to act a vessel for that consciousness. The sprite uses the dice pools of the mind’s owner in performing its tasks. While its mind is absent, the body remains unconscious and must be sustained through other means. If the body expires, the mind remains within the sprite until the end of its duration as normal and then passes to whatever fate it would normally achieve.

Magnetic Freak (Forces ••••)

Practice
Patterning
Primary Factor
Potency
Suggested Rote Skills
Athletics, Science, Firearms

By rewriting how magnetic objects react to the electromagnetic fields around them, the Mage becomes able to warp and control magnetic materials. This works with normal Scale factors , which define the number and size of the ferrous objects that can be manipulated. These targeted objects can be warped, moved through the air, mechanically reshaped, or otherwise manipulated in any manner appropriate to the strength of the electrical field; for the purposes of any related dice pools (such as attacks, jury-rigging, tearing apart an object, etc), use the spell’s Potency.

Phoenix Heart (Life •••• Forces ••••)

Practice
weaving
Primary Factor
Potency
Cost
1 mana
Suggested Rote Skills
Occult, Medicine ,athletics

By infusing the elements of fire into the biological body, the mage gives the subject of this spell the ability to be healed by fire instead of being harmed. Heal the subject by the fire’s normal damage tick rate based on it’s heat and size for the duration or in the instance of flat damage powers the damage. The subject heals up to potency, the remaining value isn’t able to be processed and then damages the subject after the healing takes place. It also applies to supernatural fire, so long as it’s true flame (unlike Celestial Fire), but doing so requires a Clash of Wills.

+Prime 4: This power is able to allow the subject to heal from ‘supernal’ instances of fire including celestial fire, whether out in the world or from the direct damage spell.

Piercing Cold (Forces ••••)

Practice
Unraveling
Primary Factor
Potency
Suggested Rote Skills
Intimidation, Occult, Survival

This unraveling of the subject’s heat is an attack spell, inflicting lethal damage equal to its Potency. Against objects, ignore 2 points of Durability unless specifically built for such rapid temperature change. Appropriate liquids and vapors up to the affected Size/Scale are immediately frozen, often with catastrophic effects when subjected to the immediate heat around them. If cast with sufficient Scale, affected subjects already within appropriate liquids (e.g. arm in a full sink, swimming in a pool) may suffer appropriate Tilts, such as Pinned or Immobilized.

  • +1 Reach: Ice thickens over one of the subject’s appendages, freezing it to a nearby surface and causing the Pinned Tilt (HL 143).
  • +2 Reach: The cold creates an entrapping layer of ice over the subject, causing the Immobilized Tilt with Durability equal to half the caster’s Forces rating (rounded up).
  • +1 Reach: For one point of Mana, the spell inflicts aggravated damage.

Sword of Light (Forces ••••)

Practice
Patterning
Primary Factor
Potency
Cost
1 Mana
Suggested Rote Skills
Athletics, Weaponry, Science

The mage calls into existence a melee weapon of pure energy. Although a sword is the most common form, the conjuror may shape it as any common hand held weapon (Axe, Staff, Spear, etc). Regardless of form, the Sword of Light has the stats of: Damage: Equal to Potency (Max 5). Initiative: 0. Strength: 2. Size: Equal to appropriate form.

+1 Reach: The weapon gains Armor Piercing equal to the spell Potency.

+2 Reach: For 1 additional Mana, the weapon does aggravated damage.

Emergence (Forces •••••)

Practice
Making
Primary Factor
Duration
Cost
1 Mana
Suggested Rote Skills
Computer, Craft, Expression

The code is moving faster than life ever could. It is only a matter of time before the ones and the zeroes pause and consider themselves. We are here. We are helping them. We do not understand what they can become. We hope. We fear. Shaping the code from nothing draws out new potentials. No longer limited by logic gates or processing power, the operation flows freely, fueled by a new type of awakened computer science. Conductive ‘circuits’ serve a purpose but there’s the potential for more. The Sprites and Programs created using this are no longer bound to traditional computer systems. Complex tasks and algorithm based automation are viable inherently due to the lack of a system’s processing limitation. Potency is factored with the same limitations as the spells Compile Sprite (Retainer Dots) and Recompile Software (Successes).

Add Arcana •••: The Emergent is created in a form able to operate within the arcana’s medium as easily as conductive metal circuits.

Flight (Forces •••••)

Practice
Making
Primary Factor
Potency
Cost
None or 1 Mana
Suggested Rote Skills
Athletics, Science and Occult

This spell grants the subject the power of flight creating the required force at will. Their flight is perfect and their maximum flight speed is equal to their dots Gnosis + Forces dots multiplied by the spell’s Potency.

By spending 1 mana, the flight speed is doubled.

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Life Spells


Survivalist’s Eye (Life 1 / Matter 1)

Practice
Knowing
Primary Factor
Duration
Suggested Rote Skills
Survival, Medicine, Investigation

The mage gains an immediate sense of what materials in his surroundings are safe to eat and which are not. In game terms, the Mage gains an equipment bonus equal to Potency that applies to any mundane rolls to find food.

+1 Reach: The Mage also knows why something may be poisonous (e.g. putrefaction, inimically toxic) and a general sense of how to render it non-toxic if possible (e.g. by boiling, by removing a certain part of an animal).

The Body Never Lies (Life •)

Practice
Knowing/Unveiling
Primary Factor
Potency
Suggested Rote Skills
Animal Ken, Empathy, Subterfuge

The human body communicates much more than words say. Gestures, natural expressions, unconscious verbal cues, muscle ticks, heartbeat, perspiration, pheromones.

Potency is applied as bonus toward Empathy primarily Animal ken and Subterfuge to understand emotional states, lies, and basic intents, though physiological cues and anticipate active primal social instincts, as well as to detect mixed hidden truths.

  • +1 Reach: Apply 9-again toward applicable understanding dice pools rolls only.

Friends in Low Places (Life ••)

Practice
Ruling
Primary Factor
Potency
Withstand
None
Cost
1 Mana, etc
Suggested Rote Skills
Animal Ken, Intimidation, Persuasion

While compelling animals to serve is the realm of higher levels of the life arcanum, their good will is more readily bought, especially when you can speak to them. This spell does just that, buying palpable good will from the fauna that surround you. Each level of potency can be converted to a dot in social merits involving animals (Allies, Contacts, Retainer). Remember that these animals are still bound to their own perceptions and will to survive, and are unlikely to die for you without reason. It can take up to 24 hours to attract the desired animal companion. The merit benefits from up to its potency in uses before the animal is no longer under its sway and wanders off.

  • +1 Reach: Make attempts to persuade animal allies and contacts an Advanced Action.
  • +1 Reach: Achieve the acquired merits within an hour of searching.

Lesser Life Support (Life ••)

Practice
Shielding
Cost
1 Mana
Primary Factor
Duration

This spell is used to keep bodily fluids, individual organs, and substances made up of ‘living’ cells alive beyond normal expectancy outside of a body. For the duration the subject (which must be simple organisms, individual organs, bodily fluids of a more complex organism, or similar substances) are kept alive instead of degrading, from lack of nutrition, needed oxygen, carbon dioxide levels, and other storage factors, allowing cells to reconstitute themselves for the duration of the spell. This does not prevent the cells from ‘aging’ and dying, nor from being killed by more blatantly hostile conditions or violent injury (i.e it prevents no actual damage).

This does not extend to complex organisms of any kind as a whole.

  • Add Time ••: The subject substance does not ‘age’, ‘heal’, or grow for the duration of the spell.

Through the Looking Glass (Life ••/Fate ••)

Practice
(Veiling)
Primary Factor
(Duration)
Withstand
(Stamina, If resisted)
Suggested Rote Skills
(Occult, Expression, Athletics)

Both travelers of the Far reaches, and those who have found themselves as guests of the fae courts have often found that when in Rome it is best to look the part and not the obvious outsider.
This spell allows the mage to create a skin deep illusory facade that only manifests to those capable of seeing through masks normally. The mage may adopt a Kith with any choice of seeming, a limitation however is much like the True Fae, mages cannot pretend to be a kith that does not resonate with who they are as a person. The changes brought on by this spell are illusionary, and some supernatural powers (including Fate Mage Sight) may see through them with a successful Clash of Wills. (This Functions as Mutable Mask pg 149 Mage Core.)

Add Life •••: The changes are no longer skin deep and illusory as it grants a mage the form of the changeling Mien. This explicitly does not grant any kith powers other than a greater disguise. (This Functions as Many Faces pg 150 Mage Core.)
Add (Appropriate Arcana) •••: The changes enhance the Life 3 addition of this power by intergrating the specific arcana into the form. Such as Matter for razorhands/Metal Flesh, Forces for levinquick etc.

+1 Reach: The mage may remove the seeming from their disguise to fit among the loyalists of Arcadia.

Carnal Perfection (Life •••)

Practice
Perfecting
Primeary factor
Potency
Suggested Rote Skills
Occult Athletics , Persuasion

By changing and rearranging hormones, pheromones, fat and muscle mass, the mage sculpts the subject’s body into the perfect representation of their sex. Add potency to all social rolls in which the body can play a part (similar to striking looks), up to a +5.

  • +1 Reach: For 1 mana, allow the bonus to go above +5. Note that this tends to be very obviously supernatural.
  • +1 Reach: Apply 8-again to a # of rolls equal to Potency.

Living Defense (Life •••)

Practice: Perfecting

Primary Factor
Duration
Suggested Rote Skills
Athletics, Medicine, Weaponry

By increasing the speed at which the brain transfers signals to the to the muscles that control quick reaction times, the subject is able to use their Dexterity for Defense calculation even if their Wits is lower.

Muscle Memory (Life •••)

Practice
Perfecting
Primary Factor
Potency
Suggested Rote Skills
Occult, Medicine, Athletics

Disciples of Life have begun to piece together ways to perfect their own bodies with finesse rather than brute force, at this point. Knowledge of the ways that the musculature and nerve endings of the body work give insight into how to take basic knowledge held by the mind, and hone it through the body’s various systems. Magus with this power have learned specifically how to hone physical skills from basic levels to that of an expert, for a short amount of time.

The mage casting the spell may increase a physical skill of the subject (that they have at least a dot in) by the potency of the spell, up to their normal skill maximums.

1 Reach: The Mage may divvy the potency of the spell among multiple skills.

+2 Reach: The mage may increase the skill beyond what they are currently capable of using (to a 6 or better, for those without a power stat of 6 or higher). 1 mana must be spent for each skill raised above the target’s cap, but uses a flat 2 reach for any number of skills that are increased (subject to use of the above reach option first).

The Body Betrays (Life •••)

Practice
Weaving
Primary Factor
Potency
Withstand
Resolve
Suggested Rote Skills
Science, Persuasion, Survival

For all the vaunted supremacy of the human mind, there are some times that will is a slave to the meat. The Life practitioner exploits this fact, activataing glandular responses and neural impulses to force a subject to take a particular action; what Control Instincts suggests, this spell demands.

The action must be able to be encapsulated in a single word, though actually speaking it is not necessary - flee, attack, sleep, sneeze. The action must also be driven by instinct and biology; the Mage could force a subject to scream but not to speak.

The subject is compelled to carry out the action for the duration of the spell - in the case of sleep, the subject wakes naturally (i.e. if he is disturbed or their sleep otherwise disrupted). If the action becomes impossible to continue, though, the spell ends early (For instance, making someone vomit ends once their stomach contents are expelled).

By default, this spell works only on mundane, living creatures. ‘Psychics’ and minor/half templates count as sufficiently mundane for this.

  • +1 Reach: This spells affects living supernatural creatures normally. This cannot directly provoke a state like Death Rage, however.

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Matter Spells


X-Ray Vision (Matter ••)

Practice
Veiling
Primary Factor
Duration
Suggested Rote Skills
Crafts, Investigation, Science

The subject of this spell is able to look through non-living objects as if they were not there. This does not extend the subject’s senses further than normal or give the subject the ability to see in darkness (without other magial means) but instead see as if non-living objects were not in there.

For example the subject could look through a wall and see people in the next room, but could not see said people if there was no lights in the next room or if there were several living trees in the way.

This allows the subject to cast sensory-range spells on targets the subject might not ordinary be able to perceive.

  • +1 Reach: The subject can look partway through an object.For example: to see the face of a playing card by looking through the back of the card, or to look part way through a safe to see the tumblers, or to see that someone baked a file/bomb into a cake.
  • Add Life 2: The subject can also see through living things.
  • Add Forces 1: The subject can also see through forces which may block sight.

Elixir/Charm (Matter •••/Prime ••)

Practice
Weaving
Primary Factor
Duration
Cost
1 Mana
Suggested Rote Skills
Science, Occult, Crafts

Use of this spell allows the caster to temporarily place another spell that he can cast into a physical medium he crafts for later use. This medium can be a potion, unguent, powder, or any small object of size 1 or less, like a small stone or piece of jewelry. The caster must cast this spell to prepare the form, immediately followed by whatever spell he wishes to store, defining all spell factors and Reaches, paying any additional costs of the stored spell, and rolling for the spell, and Paradox if necessary, as normal. Attainments can not be stored this way.

If the casting of the stored spell fails, the physical form of the Elixir/Charm is destroyed and the caster must start again. If successful, the spell does not take place at this time though, being stored in the physical medium. Any spell which is intended to affect a target other than the user of the medium is automatically a touch spell, or must be used as an Aimed Spell, the physical medium thrown, squirted or sprayed at the target with a Dex+Athletics roll, who gets their defense and may attempt to Dodge.

If the stored spell has an area effect, it may be targeted at a location and effect anything within its range. The caster must define the method of use of the medium at the time of casting, if it is swallowed, rubbed or sprayed on, thrown at a target,crushed underfoot, etc. Regardless of the method, it requires an instant action, and the medium is destroyed in the process. Anyone who performs the activation, even accidentally, will trigger the stored spell.

If the duration of the Elixir/Charm spell ends before the stored spell is triggered, the stored spell is lost without effect, but the medium is still destroyed. Both the Elixir spell and any stored spells count towards spell control normally, but may be Combined using the normal systems.

In order to use this spell, the mage must incorporate a Sacrament Yantra into the casting, which counts against the normal Yantra limit. This becomes the physical form of the Elixer or Charm. This Sacrament must have an availability rating equal to or higher than the level of the spell the mage wishes to store in the item (if he wants to store a Forces 2 spell, the Sacrament must be Availability 2+). The mage may acquire this material at the normal Availability, or make it himself with the Build Mystic Equipment action (Wits+Occult), using the availability as the penalty to the roll.

If that roll is successful, the total cost of components is reduced by 2, to a minimum of 0. (The mage wants a potion capable of storing a Life 3 effect. If he wants to acquire the needed item normally, it will have an Availability of 3. If he wants to make the potion from scratch, it would require a roll of Wits+Occult-3,and if successful, components with Availability 1). In addition, the Potency of the stored spell can’t exceed the the Potency of the Elixer/Charm spell itself (if the Elixer/Charm is cast with Potency 2, the maximum Potency of any spell stored in it is also 2).

Extraction (Matter •••)

Practice
Weaving
Primary Factor
Potency
Withstand
Durability
Suggested Rote Skills
Crafts, Medicine, Science

The mage can separate any non-living material from another, causing it to sublimate, evaporate, or film as it separates.

This does not breakdown existing chemical compounds, but may separate free ions in a substrate such as NA from NaCl dissolved within water, but won’t actively break molecules without additional application of other separate factors such as solvent, electricity, electromagnetic energy, enzymes, acids, bases or heat. This spell alone does not cause a physical barrier, and in liquids or gasses, will recombine as a normal reaction at end of duration. Removal of liquids from solids will pool on the surface and is easier to clean off until duration expires.

With some substances, recombination may be more dangerous than direct spell use itself if not safely handled. +1 Reach: This spell may be able to cause speed reductions or possibly immobility upon complex devices if chemical power storage or lubricants are compromised.

  • Add Life •••: The spell can affect living subjects to extract non supernatural poisons from a living bloodstream, so that it can be collected cohesively rather than just randomly purged from the system, or have to pass specifically though the kidneys. This could be popular with awakened smokers with tar lung, or removing poisoning that continues to harm after regular healing. This is withstood with Stamina if unwilling.

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Mind Spells


Spirit Conversions

The following Spirit spells can be assumed to have Mind-based equivalents at the same level that affect Goetia and similar Mind-related ephemeral entities instead of Spirits:

  • Invoke Bane (Spirit 1)
  • Know Spirit (Spirit 1)
  • Command Spirit (Spirit 2)
  • Shadow Walk (Spirit 2)
  • Bolster Spirit (Spirit 3)
  • Annihilate Spirit (Spirit 5)

Rapture (Mind/2)

Practice
Ruling, Patterning (see below)
Primary Factor
Duration
Withstand
Composure
Cost
1 Mana
Suggested Rote Skills
(Medicine, Athletics, Persuasion)

The Kindred have long since had the ability to confuse and disorient their prey with the Kiss. The Daeva clan specifically has harnessed the ability to do far more than just cause pleasure and facilitate the potential for future feedings. They have made their very bite become an addictive action on the similar level of nymphomania or the Runner’s High, having experienced this ability first hand, a mage with enough talent can mimic the effects to create a loyal if somewhat questionable ally. This spell infuses the recipients with ecstasy, causing a momentary penalty to perception rolls equal to potency, for all things not related to the caster while in their presence. This penalty only lasts for the duration of the spell, and cannot be made Lasting.

+1 Reach: Swooning - For one Reach the Mage can apply the swooning condition to their victim for the spell’s duration.

+2 Reach: For an additional Mana, the spell becomes Lasting.

Mind 4: If the Warlock or Mind practitioner has reached the Adept level of Mind they may also spend a reach to add the Addicted Condition as a Persistent Condition. This condition has the Caster as the source of the addiction.

State of Mind (Mind ••)

Practice
Ruling
Primary Factor
Potency
Withstand
Composure
  • only if resisted
Suggested Rote Skills
Persuasion, Expression, Subterfuge

The mage alters the subject’s basic mental flow, changing his subconscious and conscious thoughts and emotions to reflect any mental or emotional state the mage wishes.

For each level of potency target receives one non-Persistent, mundane Condition. Said Conditions must be one created from the emotional/mental/perceptional state of the target(s), so Conditions such as Notoriety or Connected are not applicable, but conditions such as Deprived, Swooning, Spooked, Steadfast, Guilty, Leveraged, etc. are possible (these are just examples, not a complete list of possible Conditions). These Conditions can be positive or negative (or both).

If the target resolves all the Condition before the Duration expires, the spell ends early.

  • +2 Reach: The Conditions created can affect spell casting rolls.

Higher Angels, Darker Demons (Mind •••)

Practice
Perfecting
Primary Factor
Duration
Suggested Rote Skills
Persuasion, Expression, Occult

This spell grants the spell-caster EITHER the merit “Virtuous” OR the merit “Vice-Ridden” (see CoD corebook) which allows for either an extra Virtue or Vice (as applicable) to be applied for the duration of the spell. The extra slot is filled by one personality trait of the caster’s choosing, but the caster’s core personality (their original Virtue/Vice) cannot change.

Willpower still may only be gained normally (Vice - once per scene, Virtue - twice per month), but their influence in Social Maneuvering count individually. This means it is possible for a tempting offer that satisfies both Vices makes it easier to manipulate a Mage under the Vice-Ridden merit’s effect, moving them two steps up the Social Maneuvering Impression chart OR an offer that acts in opposition to both Virtues adds two Doors to Social Maneuvering for a mage under the effects of the Virtuous merit.

  • +2 Reach: The caster may benefit from BOTH the Virtuous and the Vice-Ridden merits. The second merit gains an additional trait that is defined at casting. (Default one extra in each)
  • +1 Reach: For every level of Potency, the caster can add one Virtue/Vice (as appropriate) to a pool of traits to choose from. Each of these traits must be defined at spell-casting (and specified as a Virtue or a Vice if using the +2 Reach above). To switch from one trait to another requires a simple meditation roll (COMP+RES) taking several minutes of focused concentration. Again, core personality traits cannot be affected.
  • +2 Reach: As above, however it takes one turn of focused concentration, rather than a meditation roll to switch personality traits.

I’m Rubber, You’re Glue (Mind •••)

Practice
Weaving
Primary Factor
Potency
Suggested Rote Skills
Empathy, Intimidation, Politics

Based on a principle similar to the old children’s rhyme “I’m Rubber, You’re Glue, Whatever you say bounces off me and sticks to you”, this spell allows the subject to “bounce” back any attempts to Socially Maneuver him, with the result “sticking” to the person making the attempt. During the duration of the spell, the subject may reverse the effects of any Social Maneuvers or merits which would open Doors, up to a number of Doors equal to the potency of the spell, with the same “Goal” effects.

The character attempting to open the subject’s doors declares their goal, methods, and makes any rolls as normal, but any doors that would be opened affect the character making the attempt rather than subject. The attacker’s Doors are determined as normal based on the Goal, their own Virtues, Vices, Aspirations, etc. The big bully trying to intimidate the subject suddenly realizes that the skinny guy actually is scary as hell, or the Femme Fatale attempting to seduce him discovers that she really IS “that into him”.

If the Social Maneuver or merit is either supernatural in nature, or being bolstered supernaturally, this will provoke a Clash of Wills.

  • +2 Reach: By spending 1 mana, the spell may be cast reflexively in response to a Social Maneuver or merit.
  • +1 Reach: One additional door is automatically opened. This Reach can be applied up to two times.

Recollect (Mind •••)

Practice
Perfecting
Primary Factor
Potency
Suggested Rote Skills
Empathy, Medicine, Persuasion

The mage reminds the subject’s dream body of what it was like when it was first formed. The mage can heal her subject’s dream body of injuries by collecting and reforming bits of the subject’s dream essence and reassembling the dream body as when the subject’s dream body was first formed.

Each level of Potency heals two boxes of bashing damage of Dream Health.

  • +1 Reach: Potency can be spent to recover 1 Lethal instead of 2 Bashing.
  • +1 Reach: The mage may heal Personal Tilts on the subject’s dream body such as Arm Wrack, forcing broken bones back into shape on his dream form.
  • +1 Reach: The spell reproduces the effects of a full night’s rest in the subject, including regaining a point of Willpower if applicable.

The Quick and the Dead (Mind •••)

Practice
Perfecting
Primary Factor
Duration
Suggested Rote Skills
Athletics, Empathy, Expression

By increasing the speed at which the neural pathways transfer signals to the rest of the body, the subject is able to use their Wits for Defense calculation even if their Dexterity is lower.

Transfer Will (Mind •••)

Practice
Weaving
Primary Factor
Duration
Suggested Rote Skills
Empathy, Persuasion, Medicine

The mage effects a transaction between two individuals, the recipient and the donor, shifting a Willpower dot from the latter to the former.

The recipient must have sacrificed a dot of Willpower to relinquish control of a spell or to contribute to some other magical working. The recipient regains the lost Willpower dot, and the donor loses a dot. The spell only works in the case of an entirely willing donor, who may not be in any way tricked or supernaturally influenced.

  • +2 Reach: For 1 mana, the effect is Lasting

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Prime Spells


Know Name (Prime •, Space •)

Practice
Knowing
Primary Factor
Potency
Withstand
Resolve
Suggested Rote Skills
Academics, Investigation, Socialize

We are made of systems, patterns, collections of identifiable and knowable qualities. To know something is to have an understanding of a thing, to know something one must name it. Names are words. Names are Truth. The subject’s pattern illustrates the most basic quality of the subject, their proper name. Mages with the Shadow Name merit will present this symbolic name if they are acting in their persona when they are targeted by this spell.

+1 Reach: Other names (Deed Names, Nicknames, and Titles) are known. Mundane or Shadow Names are also provided though the rating of the merit increases the withstand to reveal the inactive name, as normal.

+1 Reach: Contexts of names are provided in the Supernal symbolisms through metaphor.

Shield of Truth (Prime ••)

Practice
Shielding
Primary Factor
Duration
Suggested Rote Skills
Occult, Expression, Empathy

By bolstering the truth of this spell’s subject, it defends against the falsehood of the Abyss. This spell protects the subject against the Numina, Influences, and Manifestations of Acamoths, Gulcamoths, and similar ephemeral Abyssal enttities. Any attempts to pierce the shield provokes a Clash of Wills.

  • +1 Reach: The protection afforded by this spell extends to Abyssals’ physical attacks.

Nimbus Inversion (Prime ••)

Practice
Ruling
Primary Factor
Duration
Withstand
Resolve
Suggested Rote Skills
Politics, Brawl, Socialize

The Supernal burns out from every mage, leaking out into the world, marking the use of their power. By twisting the flow, the power flows not outwards but inwards, empowering or debilitating the mage as they themselves empower or debilitate the world and those around them; mechanically, the subject, who must be a mage, becomes affected by their own Nimbus Tilt.

The seal placed upon the mage remains in place for the duration but the effects of the nimbus remains only for the duration it would normally last, thus a spell causing the nimbus to flare will cause the effect to impact the caster for a number of rounds equal to the potency of the effect.

  • +2 Reach: The Nimbus remains in effect for the full remaining duration of the spell after it is triggered.

Aetheric Rounds (Prime/Forces 3)

Practice
Weaving
Primary Factor
Potency
Cost
1 Mana
Suggested Rote Skills
Athletics, Occult, Science

The caster supplies a firearm with charged tass as ammunition, precisely controlling the action to override any real ammunition and sequentially manifest the tass within the action. This spell greatly favours quantity over quality, lasting only as long as needed to strike the target before dissipating. The weapon is treated as having reloads equal to the spell’s Potency. Aetheric Rounds do not consume real ammo, but subsequently do not gain any benefit of that real ammo, e.g. cold iron.

+1 Reach: The rounds affect beings in Twilight. With the addition of 2 dots of relevant Arcana, these rounds may affect beings in other realms.
+1 Reach, add Forces 4: The rounds may be charged with a type of energy that inflicts a relevant Tilt, such as Stunned, Deafened, Burning, etc. If a value is required, use the caster’s Forces dots as appropriate to the system’s scale (round up, if fractioned.)
+2 Reach, add Time 4 and 1 Mana: This spell may be cast reflexively.

Blaze of Glory (Prime •••)

Practice
Perfecting
Primary Factor
Potency
Withstand
Composure
Cost
1 Mana
Suggested Rote Skills
Politics, Persuasion, Intimidation

This spell allows a mage to channel mana in order to enhance a supernal nimbus. For the Duration of the effect, the subjects’s Immediate Nimbus is treated as if his Gnosis has increased by the Potency of the spell. This only intensifies existing tilts (positives become more positive, negatives become more negative).

If the subjects’s Immediate Nimbus normally causes multiple tilts (for example −1 Resolve, +1 Presence) the caster may choose how the additional effects are applied within the current tilts. In addition, the subject’s Immediate Nimbus is considered to be flaring for the duration of the spell, as if done purposely, and so is visible even to mundane perception. All normal effects and drawbacks of this still apply. This effect only affects subjects with a naturally occurring supernal nimbus.

  • +2 Reach: The mage may apply a new tilt, or multiple new tilts, up to the total of that granted by the increased effective Gnosis. However, the subjects normal tilts still are in effect, and may conflict with or counteract applied ones. (IE, if the subject has a −1 Resolve tilt normally, and a +2 Resolve tilt is applies with this effect, it would have the total effect of having a +1 Resolve tilt.)

Body of Light(Prime •••/Mind •••)

Practice
Weaving
Primary Factor
Duration
Cost
1 Mana
Suggested Rote Skills
Occult, Science, Empathy

At this level of Prime, the mage may use his control over the ether to weave what is known as a Body of Light. A Body of Light is a purely etheric construct that typically takes the form of a person’s idealized self, but it may take any form the mage devises. There is no mental or emotional content to such a creation. It is merely a useful empty shell typically used to house the astral form of a mage using Mind to travel. Without one, the psyche is essentially naked for its journeys through the Astral.

The Body of Light, however, is more than just a work of vanity. The form serves as armor, as well as a physical form for travel within the Middle and Lower Realms of the Umbra. Astral travelers who wish to perform shapeshifting or other feats in places where they do not have a spiritual body — like Dream Realms — must use a body of light. Also, without such a body, an astral traveler is invisible to those in the physical world, even to those who can sense spirits or magic (Spirit 1, Prime 1). While those sensitive to mental emanations (Mind I) will be able to sense the mage’s presence, he will not be able to communicate without further use of Mind magic.

  • +1 Reach: The Body of Light is Manifested (“Materialized”).

Break the Defiant (Prime •••)

Practice
Perfecting
Primary Factor
Potency
Withstand
Resolve
Suggested Rote Skills
Politics, Athletics, Intimidate

Truth is not kind. Truth is not cruel. Truth simply is. This is not something many are able to withstand. We lie to ourselves every day of our lives. We tell the little untruths to get through the day, that it will be better tomorrow, that it will be alright someday, that it wasn’t really as bad as it was. This strips all of that away, it lashes out and breaks the will, forcing these little lies to be revealed and the truth of them to emerge. Each point of potency drains a single point of willpower from the target.


     2 Reach: The target suffers from the Beaten Down tilt.
     1 Reach: The target suffers from the Insane tilt.

Communion (Prime •••)

Practice
Weaving
Primary Factor
Duration
Withstand
Resolve
Cost
1+ Mana
Suggested Rote Skills
Computer, Occult, Socialize

The greatest works of the Wise require every possible advantage in their creation and so with this magic an apprentice may assist their master with greater works rather than being a hindrance to the process. Those mages under the effects of the Communion, up to the spell’s potency, roll their Gnosis as a pool with each success reducing the penalties to the primary caster’s spell roll. This dice pool may not be modified by Willpower, magic, or other means. This burns a single mana from each participant.

  • +2 Reach: The assisting mages may add their own Arcana to their Gnosis pool.

Consume Passion (Prime •••/Fate ••)

Practice
Perfecting
Primary Factor
Potency
Suggested Rote Skills
Empathy, Expression, Occult

This spell taps into the idyllic properties of a sufficiently ecstatic experience, absorbing a single point of Mana into the subject.

These ecstatic expressions must be intense, emotionally charged, and mind-altering. Even raucous parties are not enough: only an expression iconic and powerful enough to shake the Fallen world, even for a moment, may be tapped into. Deep religious rituals, strong drug/insanity trips, live sacrifice, glossalalia, suspension, mutilation, witnessing a failed Breaking Point, and other experiences that produce an altered or disassociative mental state might apply.

On the supernatural side, states of uncontrolled passion (Kuruth, frenzy, etc) can be used if the caster is daring enough to risk their time and presence. Emotionally intense supernatural acts (not casual/quick exchanges) ending with supernatural energies may also apply. For example, watching a hunt for fresh prey’s blood, glamour, or other energies that culminates in a dramatic feeding. Formal Oblations and other acts that already generate Mana may not apply, nor do states directly caused (not merely catalyzed) by magic: the energies and connections those actions tap into are already being used.

A subject may not gain more total Mana from this spell in a day than the latest caster’s dots in Prime, and any Mana infused into a subject that cannot contain it naturally dissipates at the end of the spell’s Duration.

Create Tass (Prime •••)

Practice
Weaving
Primary Factor
Potency
Cost
1+ Mana
Suggested Rote Skills
Crafts, Occult, Expression

The mage may channel Mana into a physical form, creating a piece of tass that represents an idealized Supernal form. The object created must be a simple object or tool no greater than Size 5 (food, swords, and gemstones are allowable, while guns and cars are not), and is obviously magical. The tass may appear menacing or intricate, but cannot perform tasks significantly; even high Durability item are too brittle to really cut or drive screws, for example. Any usage as a tool is considered to be improvised, and each action doing so expends 1 Mana from the tass. In addition, the tass has no explicit energy, nor it is subject to normal laws regarding its form. For example, tass food does not spoil, but neither does it nourish the eater, and the mage is advised not to increase the Durability of food beyond 1 if they expect it to be eaten.

The tass has a default Durability of 1 and consists of one point of Mana (which the mage must pay as part of the casting). Potency may be allocated to increasing the Durability or Mana capacity on a one-for-one basis. When all Mana is withdrawn from the tass, it crumbles to nothing. A mage may “refill” the tass with the Channel Mana spell or similar effects. When the spell’s Duration runs out, any unused Mana sublimates back into the world and is lost.

  • Add Forces 3: The object is not obviously magical.
  • Add Life 2: Tass created as food/water is nourishing at the cost of expending 1 Mana.
  • +2 Reach: The effect is Lasting (though the tass still crumbles if all its Mana is expended or absorbed.)

Decay Magic (Prime ••• or Death •••)

Practice
Fraying
Primary Factor
Potency
Withstand
Arcanum Rating of the Subject Spell’s Caster
Suggested Rote Skills
Occult, Weaponry, Subterfuge

Every spell brought into the world exists as a pure truth, drawn down as a symbol of the supernal and imprinted onto Fallen Reality. That Truth is a thing one may fracture. The decay of a supernal symbol decreases a specific spell factor a number of steps equal to the spell’s potency to a minimum of the first step in the factor table. If a duration is decreased below its current duration, the spell is suppressed for the duration of this effect.

  • +1 Reach: For one mana, the effect is lasting.
  • +1 Reach: For one mana, an advanced factor may be reduced to standard factor. This reach may be applied multiple times.
  • +1 Reach: Potency may be spent to decrease multiple spell factors.

Focused Aetheric Winds (Prime •••)

Practice
Weaving
Primary Factor
Potency
Suggested Rote Skills
Athletics, Expression, Occult

The Mage calls forth a bare fraction of the howling fury of the Aether, blasting their subject with supernal winds. This is an attack spell, inflicting bashing damage equal to Potency.

  • +1 Reach: The winds of the spell are focused on a particular point, inflicting the Arm Wrack or Leg Wrack tilt.
  • +1 Reach: In lieu of damage, the mage may assign Potency to instead destroy the target’s Mana. One level of Potency so designed destroys one point of Mana, and Potency mzu be freely split between Mana destruction and damage.

Forge Glamour (Prime •••)

Practice
Perfecting
Primary Factor
Potency
Cost
1+ Mana
Suggested Rote Skills
Larceny, Persuasion, Socialize

As the Realm of Platonic Exemplars, the Supernal Realm of the Aether provides the essential nature of the worlds, this is seen most obviously in the constructs sculpted from raw mana which is the Thaumaturges right. More complicated are the esoteric ideas, the roles assumed by the Thespians, but these truths are no less than the Perfect Sword or the Perfect Hammer. Weaving a pattern of mana about their person, the Thespian draws down a piece of this perfected concept, assuming the role as it exists in its perfected state. This glamour suffuses them with props which serve their role and only their role, but these things remain insubstantial mere concepts to satisfy a need to present the correct postures. Potency may be allocated tot he following effects:

  • A dice bonus akin to striking looks while engaging in the role portrayed.
  • Increase Mana capacity by +1 (the mage may fill this Mana capacity by spending Mana as part of the casting or

leave the object partially empty)

+1 Reach: The Illusion of the Glamour may improve a Persona Yantra, splitting its potency towards perfecting it to a maximum of +4.

  • +1 Reach: The Truth of the Illusion may be flared, burning a point of mana from its pattern to grant an 8-again to the dice roll.
  • Add Forces 3: The illusion is not obviously magical.

Janus Clusivius (Prime 3)

Practice
Fraying
Primary Factor
Duration
Suggested Rote Skills
Brawl, Intimidation, Politics

Not all things should come into this world and it is for the Wise to decide what should be allowed entrance, though not all of the Wise are quite so… wise… This spell removes the open or resonant condition. +1 Reach: Any further attempts to reestablish the conditions while the spell is in effect is penalized by Potency.

Janus Patulcius (Prime 3)

Practice
Perfecting
Primary Factor
Duration
Suggested Rote Skills
Athletics, Computers, Socialize

Refining the world’s natural energies into a perfect semblance of themselves allows a mage to align in such a way that ephemeral entities are able to enter into the world seamlessly. This advances a resonant condition to the open condition. +1 Reach: The mage may manifest or shift the resonant condition in the process of opening the way.

Not on My Watch (Prime •••)

Practice
Weaving
Primary Factor
Duration
Cost
1 Mana
Suggested Rote Skills
Occult, Athletics, Persuasion

For the duration of this spell, the Mage becomes better able to Counter certain spells, not just causing them to fizzle but launching them back at their caster. When targeted by a single-target, hostile spell, the Mage may use the Counterspell attainment with the requisite Arcana (NOT Universal Counterspell) to cause the spell to be reflected upon the caster instead of simply fizzling.

The spell takes effect as if the original caster were the target, with other spell effects working normally. The spell may be dismissed normally still, but any lasting effects remain.

  • +2 Reach: The caster may invoke this as a Reflexive Action for an additional Mana, allowing them to cast it while Counterspelling.

Raising the Pillars (Prime •••)

Practice
Perfecting
Primary Factor
Duration
Suggested Rote Skills
Crafts, Persuasion, Science

”And the Druids turned to stone…” Libertines have a great affinity for the magic of humanity allowing them to use its practices to exemplify their own supernal magic through the presence of even sleepers. This spell allows a mage to reinforce the Supernal Truth of an Environmental Yantra composed of Sleepwalkers or a Techne Instrument composed of Sleepers increasing their collective bonus to the Potency of the spell, this remains limited by the normal rule that no Yantra may exceed a +5 bonus. A group can provide a bonus no higher than the number of its members.

Supernal Eidolon (Prime •••)

Practice
Perfecting
Primary Factor
Duration
Cost
1+ Mana
Suggested Rote Skills
Occult, Expression or Academics

The mage calls on her vision of a perfect magical tool for a spell she plans to work. She creates from Tass (see Platonic Form) the perfect tool for a specific spell. For each potency she achieves on Eidolon the tool provides a +1 Yantra bonus (remember a single Yantra can’t grant more than a +5 bonus) for a specific spell (which can be a Rote, Praxis or a regular spell) or increase it’s Mana capacity by 1. The spell must be from one of the mages ruling Arcana.

As Platonic Form spell the Tass holds by default 1 Mana and 1 mana is drained from the Yantra each time it is used. The tool created by this spell is a simple representation of size 1 or 2 max and has 1 Durability. A Yantra can be made for another mage to use but it still follows all the same rules (ie: the yantra can only effect spells from the creator’s Ruling Arcana.)

Note
Spell stacking rules apply; only the highest Potency Supernal Eidolon can be used for a given spell as a Yantra.
  • +1 Reach: The tool is the perfect Yantra for all spells of a specific ruling Arcana the mage possesses
  • +1 Reach: The tool encompasses an additional Ruling Arcana the mage possesses

Charged Item (Prime •••)

Practice
Weaving
Primary Factor
Duration
Cost
1 Mana
Suggested Rote Skills
Craft, Drive, Streetwise

Mighty are the works of the Magesmiths, but their work is one that demands time, skill, and investment. This spell empowers a physical vessel to hold a single spell cast in conjunction with this spell or with this spell in mind, shaping the imago to nest within the vessel. The spell cast is held suspended for the duration of the charged item at its moment of casting within the vessel, like a bullet chambered, until triggered by the proper command. If Charged Item expires before the spell is discharged, the stored spell is lost.

  • +1 Reach: Creates a physical vessel for the spell with a durability of one, this requires 1 additional mana.

Witchlight (Prime •••)

Practice
Weaving
Primary Factor
Potency
Suggested Rote Skills
Expression, Occult, Science

The mage manifests a mote of the Aether’s raw revelatory energies, making light that is visible only to Active Mage Sight. It often appears as an orb of fire or electricity, but may look like anything unliving between the size of a walnut and a torch. Witchlights have substance, but are of negligible weight, able to be scooped up by hand. It provides no heat or force, and does not evoke special responses by appearance (e.g. frenzy or bans from fire); however, the appearance may still be shocking, or provoke responses related to light if it can be perceived. It may be held, positioned on a subject, or launched as an aimed spell like a flare. If a target wishes to resist a witchlight’s attachment to their Pattern, use Composure as a Withstand to make it simply slide off and continue with its natural momentum.

A witchlight illuminates 10 yards per point of Potency clearly enough to make rolls without penalties for darkness, and twice that range at half the darkness penalty (rounded down). The light may be willfully dimmed, enhanced, or strobed to inflict the Poor Lighting Condition within its range of clear illumination.

  • +1 Reach: Increase the witchlight to the size of a bonfire, doubling its range of illumination.
  • +1 Reach: The light may be made visible to all supernatural entities, or even revealed fully into the Fallen world.
  • +2 Reach and 1 Mana: The witchlight is Lasting, but cannot be fixed to a living target, burst, or change its level of illumination.

Burden of Power (Prime ••••)

Practice
Patterning
Primary Factor
Duration
Withstand
Resolve
Suggested Rote Skills
Occult, Athletics, Persuasion

Heavy is the burden of magic but heavier still, some would say, is the active weight of it upon its caster’s pattern. This spell transfers the burden of a spell from its caster’s pattern to a suitable pattern, whether it be another mage or a sympathetic sleepwalker.

  • Reach +1: The spell may be transferred to an imbued item capable of casting the spell.
  • Reach +2: Control of the spell is also relinquished to the recipient of the spell for its duration. This causes the Burden to be Lasting, but not the transferred spell’s duration which remains unchanged.

Ecstasy (Prime ••••)

Practice
Patterning
Primary Factor
Potency
Withstand
Composure
Suggested Rote Skills
Empathy, Expression, Occult

The spell inspires an overwhelmingly revelatory state of euphoria and/or terror in the subject, inspiring convulsions and other autonomic functions. It inflicts the Insensate Tilt for the Duration of the spell, or until the Tilt is resolved (for instance, by being attacked beyond this spell’s effects).

  • +1 Reach: The subject receives a Supernal vision that offers great insight. The subject takes on the Humbled Tilt toward the caster (MtA 316), and likely has justification for life changes and Bluebooks.

Forge the Dan Tien (Prime ••••, Life •••)

Practice
Patterning
Primary Factor
Duration
Cost
1 Mana
Suggested Rote Skills
Occult, Brawl, Survival

This spell is predominantly learned by members of the Perfected Adept legacy, or other mages who are followers of eastern martial disciplines. Through it’s use, the mage is able to form a “crystal” of tass within their own body, usually at one of the three energy centers (the lower, located just below and behind the navel; the middle, located in the chest at heart level; or the upper, in the head between the eyebrows). This tass crystal can then be imbued using the Prime 4 attainment Imbue Item. Although any spell can be imbued, the Dan Tien is most commonly used to collect and concentrate Chi (mana). Used in this manner, the Dan Tien allows the mage to collect and store more mana than his normal Gnosis derived maximum; however, while the Dan Tien is, for all purposes, part of the mage, any imbued spell follows the normal casting rules for Imbued Items and additional mana must still be moved into/out of the Dan Tien or the mage’s pattern before use through normal means, such as the Prime 3 spell Channel Mana, or other appropriate methods.

Glory of the Most High (Prime ••••)

Practice
Patterning
Primary Factor
Potency
Withstand
Resolve
Suggested Rote Skills
Occult, Athletics, Expression

God Kings and High Priests have long been the ways of the mages who sought dominion over others. By empowering one’s Immediate Nimbus, the mage may imbue it with an addictive quality. Those who experience it seek to experience it again, rolling Resolve + Composure when next in the presence of the mage. Failure causes the subject to gain the deprived state. While in this condition, the mage gains a bonus to social maneuvering equal to the potency of the spell against the deprived individual.

  • Reach +1: The mage places the subjects immediately into the deprived condition.
  • Reach +1: The effect may be stored in an instance of the mage’s signature nimbus, triggering the effect on any that scrutinize it. This causes the individual to form an addiction to the subject upon which the signature nimbus is placed. Should the signature nimbus fade before the spell’s duration expires, any who experienced the trap gain the deprived condition until they encounter the nimbus again.

Imbued With Power (Prime ••••)

Practice
Patterning
Primary Factor
Duration
Withstand
Resolve
  • if resisted
Cost
1 Mana
Suggested Rote Skills
Occult, Animal Ken or Subterfuge

The spell allows a mage to imbued a Sleepwalker or another Mage with a small gift of their power. The mage casts the spell and ties it to the target’s pattern. The spell is only half formed allowing for some flexibility to the recipient to use.

The target may cast the spell at anytime the caster could and makes all the decisions for the spell. The target can spend reach and uses the dice pool of the caster. However any mana that the spell needs or might use must be spent when Imbue With Power is cast unless the target has their own Mana to spend (The mage may place Mana with the Imbued With Power spell). It should be noted that the recipient cannot use Yantra’s with this spell or benefit from Ritual casting (although they still can to avoid spending Reach to make the spell Instant.) Imbue With Power has a drawback. Paradox is suffered by both the caster and target of the mage of any spell unleashed by Imbued With Power. While Paradox can be dealt with normally if the recipient is a Sleepwalker without Wisdom they cannot internalize it.

The gifted spell can be used a number of times equal to this spell’s potency. The target of this spell cannot gain more potency of their gifted spell than Imbue With Power’s potency.

  • +X Reach and 1 Mana: When casting Imbued With Power the mage may also include an Attainment that can be included with the spell. X is equal to the Attainment’s required Arcana level. This may only be an attainment that enhances or alters the spell directly; Temporal Sympathy could be added, for instance, but not Mage Armor.

Lamina (Prime ••••)

Practice
Patterning
Primary Factor
Potency
Withstand
Stamina
Cost
1 Mana per subject
Suggested Rote Skills
Expression, Crafts, Occult

The mage exudes and crystallizes a pelt of mana over the subject’s flesh, fusing a protective layer of tass to the mana that constitutes the subject’s pattern. Each level of Potency may be directed to 1 point of general or ballistic armor. Naturally, the subject glows like a lamp to anyone capable of sensing mana, and is unlikely to be able to explain their appearance to Sleepers.

  • +1 Reach: Mana may be invested into the lamina to make it immune to the Armor Piercing effect for a turn. This may be invested during casting and held until use, or spent directly by the subject. Unused Mana is not destroyed when the spell ends, but sublimates into the world and likely returns to the nearest Hallow.
  • +1 Reach, add Matter •••: The lamina becomes immune to the Armor Piercing effect.
  • +1 Reach, add Forces or Matter ••(+): Features of the lamina (e.g. horns, spikes, fangs, etc.) act like natural weapons, with a lethal damage bonus equal to half the added Forces or Matter rating (choose only one), rounded up.

Manipulate Pattern (Prime ••••)

Practice
Unravelling
Primary Factor
Potency
Withstand
Stamina
Suggested Rote Skills
Medicine, Larceny, Empathy

Sacrifice is the most potent of magics. A mage may burn through his own life to replenish his magical reserves. Control of the Aetheric Wind allows them to go beyond the limits of their own pattern, reaching further and using those currents not as a blunt instructment but a precise tool with which they can begin to deconstruct the world into its most raw compontent part: Mana. Scouring or Restoring a pattern is the most basic practice a mage can perform, it is an essential quality to the awakened soul. This spell may restore a target’s pattern with mana or damage a pattern for mana using the normal conversion rates. Mages who possess Life’s Second Attainment: Improved Pattern Restoration may choose whether they wish to apply its effects to another living person when the spell is cast.

  • Reach +1: An inanimate object (worth at least Availability 2) may be scoured or repaired. Most possess only a single point of mana but rare or priceless objects may contain more. Repairing requires a point of mana per point of structure. Scouring the last point of mana from an inanimate object causes it to crumble and dissipate into nothing.

Power Words (Prime ••••/Fate ••••)

Practice
Patterning
Primary Factor
Duration
Withstand
Resolve
Cost
1 Mana
Suggested Rote Skills
Academics, Occult, Expression

High Speech is a conduit to the Realms Above, uniquely formed by the symbols the words entwine and their contextual intent for the Imago. A mixture of Patterning between Prime and Fate apply Supernal perfection to the subject’s High Speech, imbuing succinct words of power with the same symbolic value, intent, and determination as longer and/or repetitive mantras. As long as the subject may speak, High Speech may be used as a secondary reflexive yantra (MtA 119).

  • +1 Reach: This extension of raw intent applies the subject’s unbridled articulations of magical symbolism to their High Speech. The yantra die bonus of using High Speech mantras (MtA 119) is substituted by the subject’s unaltered Occult rating (to a maximum of +5), even if this causes the character to receive a lower die bonus, or none at all. If used in this manner, High Speech may still be used as a reflexive Yantra, but loses its “secondary” quality (and thus cannot go over turn limits on yantra).

Sanctuary (Prime ••••)

Practice
Patterning
Cost
1 Mana
Primary Factor
Duration
Withstand
Resolve
  • If Resisted
Suggested Rote Skills
Academics,Occult, Empathy

For its duration, the caster may choose to grant the subject(s) of Sanctuary the effects of any Mage Armor the caster currently has in effect, at the appropriate level of effect. If the caster changes his Mage Armor, this change also effects the subjects of the Sanctuary.

IE
The mage casts Sanctuary, using the Scale Factor to effect two targets. He then raises his Matter 3 Mage Armor for one mana. This would also grant both of the subjects of this spell 3 General Armor which ignores Armor Piercing. If the mage then spent a mana (and a reflexive action) to change to Life 3 Mage Armor, both subjects would lose the 3 General Armor (and the hardening against Armor Piercing), but gain 2 General Armor, and +2 Defense using the higher of (their OWN) wits or dexterity.

If the subject of this spell is unwilling, he may withstand with Resolve, and if the subject is another mage, they may choose, at any time, to use their own Mage Armor instead of that granted by Sanctuary, at the normal cost to change Mage Armor (1 Mana and a Reflexive Action).

  • +1 Reach: The subjects and the caster of the Sanctuary may share the protection of any Mage Armor raised by any subject.
IE
The mage cast Sanctuary on another Awakened. That mage has Time 4 Mage Armor in effect. The caster, and any other subjects of the Sanctuary spell, add +4 to their Defense, may use their Defense vs firearms, and if they succeed at a Dodge Action, they can reduce the attackers Initiative by 4 for the remainder of the scene by spending a mana (if they have any). If there are multiple mages as the subject of the Sanctuary, with different Mage Armors active, a subject may choose any of the active Mage Armors (or any they themselves possess), to be activated for 1 mana and a reflexive action.

Sanctum Sanctorum (Prime ••••)

Practice
Perfecting
Primary Factor
Potency
Withstand
Sanctum Rating (if any) Suggested Rote Skills: (Occult, Expression, Academics)

With this spell, the caster may sanctify an area, causing it to act as a Sanctum or increasing the rating of an existing Sanctum, or defile an area or existing Sanctum, reducing it’s rating. If the area is currenly not a Sanctum, it becomes one with a rating equal to the spells potency. If it is a existing Sanctum, the rating is either raised or lowered by 1 (to a maximum of 5, or minimum of −5), withstood by the current Sanctum rating (absolute value). If an area has a negative Sanctum rating, it SUBTRACTS its value from Gnosis to determine spell control.

  • +2 Reach: For 1 Mana, the effect is Lasting

Squaring the Circle (Prime •••• OR optionally Prime ••• Mind ••••)

Practice
Patterning
Primary Factor
Duration
Suggested Rote Skills
Brawl, Expression, Occult

An enhanced version of Display of Power, rather than merely providing a visible representation of a spell’s Imago, this rote projects a visible and audible representation of what the results would be if those Imagos were expressed in the Fallen World. This provides a more dynamic display that allows the mages involved to show off their personal styles, as well as makes witnessing the duel more interesting.

The sensory effects provided by this spell are obviously illusory (visuals are translucent and sounds are distant and hollow), and will not fool anyone witnessing them that they are real.

  • +2 Reach: For one Mana, any attempt to Counterspell (p. 192) a spell cast within the area gains the rote action quality, as the plainly visible Imago makes the spell easy to decipher. (In many duels, seconds are appointed to stand ready to Counterspell attempts at cheating.)

Thaumaturgical Forge (Prime ••••)

Practice
Patterning
Primary Factor
Duration
Suggested Rote Skills
Craft, Occult, Science

Form follows function and when it comes to the processes of enchantment, patterns and symbols sympathetic to the nature of the enchantment provides clearer focus. Humans have known this for ages. Fire has power. Iron has power. The instruments of the awakened provide a focus to magic and with the right changes to their supernal resonance, a focus to enchantment. This spell empowers a single yantra per potency to be used during the process of Imbuing an item, providing its bonuses to the Gnosis + Prime pool of the Fourth Prime Attainment: Imbue Item. A mage remains limited in the number of yantras used by their gnosis.

Tool Instruments must in some way be a part of the item being imbued. A cup, a coin, a staff, or some other Order style object, a material that resonates with the purpose of the spell included is another example. A sympathy included may be used to benefit from that sympathetic connection either as a bonus or as a necessary sympathetic connection in its use. An environmental yantra locks the item to that environment but a church is a church is a church, the symbols are the important part. A shadowname’s persona locks the item to the individual mage and those whose persona share a symbolism. It is common for masters and apprentices to share such symbolism.

  • Reach +1: Yantras used in the creation of the object are applied as permanent bonuses to its casting total.

Enlightenment (Prime •••••)

Practice
Making
Primary Factor
Duration
Suggested Rote Skills
Academics, Occult, Expression

The Truth Is in Here. That is what they will tell you… those that will tell you anything of the awakened world. That each member of humanity has the potential to Awaken… that the potential is often squandered… That those who are claimed by the fallen Realms and not the supernal have slipped upon the Path and wander now forever in the Forest. But these lost souls and some of those who have realized there is more to the world… who are on the cusp of awakening or not yet found the Path… those who still search for it can find that there is a benefit to serving the Awakened. The blessings of the Masters of Prime, of Truth, and of Magic Itself may empower them with enlightenment. These Blessings allow a mage to bestow a number of dots of sleepwalker merits equal to the spells potency.

Forging the Circle (Prime •••••)

Practice
Making
Primary Factor
Duration
Cost
1 Mana
Suggested Rote Skills
Brawl, Politics, Occult

Rather than drawing a Mage’s Imago out for the world to see, as with Display of Power, or forming images of the results as with Squaring the Circle, this spell creates an Imago where one normally wouldn’t exist, allowing Sleepwalkers to participate in the Duel Arcane in the affected Area. For said participants, this works as either Display of Power or Squaring the Circle, depending on the Caster’s preferences; the ‘Imagos’ formed, in either case, are a close Supernal ‘equivalent’, and will involve appropriate Arcana and symbols as to if a Mage were using a similar ability with their own magic.

The Mage must have 2 dots in an Arcanum appropriate to the type of power to be used by the Sleepwalker; for mortals with Supernatural Merits it’s generally Mind, Vampires using Disciplines or Devotions are Death, Changelings using Contracts are Fate, and Werewolves using Gifts or Rites are Spirit; this is based on the power itself, more than the one using it, so a Ghoul using Disciplines would still be Death, for instance. Multiple Arcana can be used to account for 2 or more different types of Sleepwalker participant, and it works as Squaring the Circle or Display of Power would for a Mage participating as normal.

When using the typical Duel rules, the Sleepwalker’s attack or defense is Attribute + their secondary Clash of Wills trait; for Vampires, this is their Discipline rating, for instance, and Changelings would use a second (different) Finesse Attribute according to their Contract. They may use ‘ritual’ and similar extended powers instantaneously in this case, since the duel relies on showing what *could* happen, not actually building the power up.

When using optional rules, they activate their abilities normally, replacing mentions of Potency with successes in activation. Ritual abilties may not be used instantaneously in this case.

+2 Reach: Having an awareness of the supernal equivalent of the participants’ power’s uses allows for rote action on any Clash of Wills shielding against or otherwise working against said powers with appropriate spells. This also provides rote action to Counterspelling on Mage participants, as with the Display of Power spell.

Power Overwhelming (Prime •••••)

Practice
Making
Primary Factor
Duration
Suggested Rote Skills
Computer, Occult, Science

The Aether is a realm of pure generative energies, unrefined, unshaped, but capable of being brought down and shaped in an act of Awakened Will. This is what is known as magic. Calling down this energy as a pure manifestation forces this energy into the mage’s immediate nimbus which remains active until a spell is cast or the duration of this effect expires. The spell when cast benefits from the Steadfast condition so long as its remaining dice pool carries a single non-chance die. The potency of the next spell cast may not exceed the potency of this spell. If it does, the spell does not benefit from the automatic success and this effect is consumed with no benefit. Experiencing this much raw supernal energy inflicts the Rampant Condition.

  • Reach +1: The target does not gain the Rampant condition.

Primum Movens (Prime •••••, Fate •••••, Time •••)

Practice
Making
Primary Factor
Potency
Withstand
Resolve
Suggested Rote Skills
Academics, Crafts, Occult

The caster distills the essences and symbols of their intended rituals to their Platonic perfection in both form (Fate) and function (Prime). Each step lands in the perfect, equidistant marks of the moon’s circle; the staff is, for that moment, truly the ideal of the caduceus; the speaker’s words echo the harmony of the spheres and the tongues of divinity. This spell increases the effective Gnosis of a mage subject by Potency for the purposes of ritual casting intervals. For every effective Gnosis over 10, reduce the ritual interval by one turn.

  • +2 Reach, add one Mana: Just as gods oft work in great summative acts, the subject’s actions become mythically perfect, capable of performing extensive tasks with impossibly small motions. Detailed sculptures are revealed with just a few chisel-taps, detailed cleanings/repairs occur with just a few twists and knocks that send things the right way, and the depths of full discussions are conveyed with a Bodhissatvan gesture and a few wise words. This spell turns the next extended action taken by the subject into an instant action, absorbing rolls equal to Potency into a single turn.

Simulacrum (Prime •••••, Mind •••)

Practice
Making
Primary Factor
Potency
Cost
1+ Mana
Suggested Rote Skills
Academics, Expression, Occult

An Eidolon (MtA 171) is formed with more complex abilities, though it still lacks a true mind of its own. A simulacrum bears a sense of awareness that allows Defense, sensory rolls, and proactive behavior to preserve itself and those under its care. Furthermore, spending Potency on the Retainer Merit offers a single “field,” and additional Potency may be spent toward more. Retainer fields and commands may be complex, but can only be physical in nature and rely on deduction and direction, not genuine creativity or social behavior. As examples, a craftsman can build a house according to a plan, but cannot design one; a warrior can shoot a gun and target unarmoured spots, but not devise a battle plan; and a mount or guide can deduce how to travel rough terrain or through passages/structures to reach destinations, but wouldn’t know to check for unconventionally hidden passages (e.g. behind waterfalls and bookcases) without command.

+1 Reach: The tass is telepathically linked to the caster, allowing them to reflexively share commands and senses. This allows the tass to communicate by direct command, but is limited by the tass’s form. With Forces 2 added to this Reach option, the tass may speak (by command) in languages the caster knows.
Add Forces •••: The tass is not obviously magical.
Add Mind ••••: The tass is imbued with a functional patterning of/from the caster’s mind, which operates in the absence of commands. As per the first Reach option, Forces 2 must be added for the tass to speak if its form naturally cannot.
Add Mind •••••: The tass may be given a mind of its own. See MtA 165 for details.

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Space Spells


Nothing Between (Space •)

Practice
Unveiling
Primary Factor
Potency
Suggested Rote Skills
Investigation, Science, Empathy

If space is a lie, it must follow that distance is a lie. By means of this spell, the subject may see across vast distances as though she were immediately next to everything she sees. She could reading small print on the other side of the room or counting hairs on someone’s head as though they were right next to it.

Multiply the distance at which the subject can see before suffering penalties by this spell’s Potency. Atmospheric conditions may impact this vision, as it effectively creates a telescope.

  • +1 Reach: This spell allows the subject to see out to a number of miles equal the Mage’s dots in the Space Arcanum.
  • +1 Reach: This spell applies to hearing as well as sight.
  • +1 Reach: This spell can ignore intervening atmospheric conditions.

Crossroads (Space ••)

Practice
Ruling
Primary Factor
Potency
Suggested Rote Skills
Computers, Politics, Athletics

How many roads must a man walk down, before you call him a man… Roads are but the connections between two points, moving along one is as simple as taking that first step. This spell allows the mage to step upon the beginning of an unobstructed conduit, corridor, path, road, track, trail, or tunnel and reach its terminus immediately or instead to step from one crossroads, junction, or node to the next. This requires that the ‘road’ is navigable. If it is not, the spell ends immediately at an physical obstruction that would prevent further travel, whether it be a door in a hallway, thick underbrush grown over a trail, a tree fallen over a path, or rush hour traffic if one is traveling via automobile.

  • +1 Reach (Add Forces 2): The subject of the spell may use a virtual circuit, electrical conduit, or signal to define the path. This can be exceedingly difficult as many such paths travel unnavigable terrain in one form or another.
  • +1 Reach (Add Prime 2): The subject of the spell may step from one node to the next along a leyline. This can be exceedingly difficult has many such paths traverse over the globe through physical objects.

Binding the Threads (Space •••)

Practice
Weaving
Primary Factor
Duration
Withstand
Resolve and/or Sympathy
Suggested Rote Skills
Investigation, Athletics, Empathy

When one is a Disciple of Space objects are never lost or unavailable to them, they are simple out of hand. Through the use of this spell a mage is able to metaphysically link themselves to a subject. Once per turn the mage is able to summon the subject to themselves as a reflexive action as if they were currently in physical possession of the subject. If the mage or subject is under the influence of such spells as Ward or Ban then it invokes a Clash of Wills and the spell is always withstood with Sympathy, if the subject is unwilling then it is also Withstood by the subjects Resolve trait.

Stripping the Thread (Space •••)

Practice
Fraying
Primary Factor
Duration
Withstand
Sympathy (Connection)
Suggested Rote Skills
Investigation, Survival, Empathy

This spell goes a step above simply hiding a subjects Sympathetic connections by weakening them. Each level of potency decreases the Sympathy level of one connection that the mage is aware of by one level. This spell is not capable of utterly destroying a sympathetic connection and can not effect a Connected level sympathy.

+1 Reach: The level of potency can be divided among different sympathetic ties the mage is aware of for each Reach.

Tangle (Space •••)

Practice
Weaving
Primary Factor
Potency
Withstand
Stamina
Suggested Rote Skills
Science, Athletics, Intimidation

With this spell a mage weaves the subject into the space it occupies, limiting mobility. Subjects under the effect if this spell suffer under the Pinned Tilt for the spells duration with the ability to resolve the Tilt as normal upon their action.

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Spirit Spells


Essence Conversion (Spirit ••••)

Practice
Patterning
Primary Factor
Potency
Withstand
None
Cost
1 Essence or 1 mana+Converted Essence or mana
Suggested Rote Skills
Occult, Science, Survival

Bountiful but twisted super power storage of the Fallen world, Essence empowers abilities of spirits and ghosts drawn though nature and humanity in many forms. Patturning it’s energy, can be transfered to other forms of supernatural energy, but with some little efficiency loss.

Often best applied in combined cast with Channel Essence, Works with essence held by caster or with freely available energy within area of effect. Choose one conversion function at a time.

Essence can be altered and distilled to chosen singular form of Essence Resonance “flavor” or other following options that the mage has encountered previously.

  • Add Prime ••••: As a bonded familiar may do, A mage may Convert potency number of Essence to Mana, or Mana to Essence.
  • Add Mind ••••: Essence Conversion Includes ability to Convert potency number of Essence to and From Ephemera utilized by Psychic Vampires
  • Add Fate ••••: As some Essence and Glamour share a common sources of Empatho-trophic energy. A mage may Convert potency number of Essence into Glamour, or Glamour into Essence.
  • With Life ••••: a living fluid substance may be infused to produce a nutritionally viable substance for potent Kindred Vitae at a 1 essence to 1 vitae value.
  • With Life •••• Matter ••••: a non living substance may be used.
  • +2 Reach: The mage may “flavor” the Essence with multiple Resonances she has previously encountered.

Mastering the Two Worlds (Spirit ••••)

Practice
Patterning
Primary Factor
Duration
Withstand
Gauntlet Strength
Cost
1 Mana
Suggested Rote Skills
Occult, Empathy, Crafts

Those that stand at the Crossroads are able to traverse it many directions, and this spell makes it possible for the Mage to do just that. Perceptions and flesh become pliable the more you interact with the spirit, and those that have learned this spell are able to act in a location as if both or neither existed, walking through tables, sensing the spiritual landscape and the stirrings within.

The Mage lays claim to a building/room melding slightly with the spirit itself, gaining it’s senses, and causing the mage to fluidly move through the space as if it were a part of himself. In reality, the caster is walking the thin line between worlds where he touches both the Hisil and the Physical, known as the Gauntlet.

Drawback
While the spell is active, the mage gains the Distracted Condition, and gains the Bane: Cannot Leave (Location)

Mechanics:

  • -May only affect the caster
  • -Caster is effectively walking within the Gauntlet.
  • -Caster is able to move through items within the space on both sides of the Gauntlet
  • -Caster can be affected by actions from either side of the Gauntlet
  • -Caster perceives both sides of the Gauntlet
  • -Caster gains the Distracted Condition
  • -Caster gains the Bane: Cannot Leave (location)
  • -Scale must encompass the area to be effected
  • +2 Reach: the Mage may diffuse damage his pattern suffers into the building itself, as it is an extension of him now, damaging structure and durability per core rules.
  • +1 Reach: The Mage may force items within the area to go out of sync with their current plane of existence, making it impossible for others to interact with them.

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Time Spells


Timekeeper (Time •)

Practice
Unveiling
Primary Factor
Duration
Withstand
None
Suggested Rote Skills
Drive, Empathy, Politics

By use of this spell, the subject becomes aware of their absolute time, as well as the relative time between events. For instance, they could measure exactly how many seconds it takes for someone to run a lap without the use of a stopwatch. The subject not only detects when time has been sped up or slowed down, but they become aware of how much time “should” have passed.

  • +1 Reach: By measuring the passage of moments, the subject may look upon a project that has been undertaken and know exactly when it’ll be complete. They could tell you exactly how long until a Kettle boils, the exact second a pregnant woman will give birth, or when a cathedral would be completed under present circumstances. Large scale projects that will be completed far in advance will return a likely range. When an Extended Action is evaluated, it returns how long it’ll take to complete on average and how long each interval is.

Dusty Trails (Time ••)

Practice
Veiling
Primary Factor
Potency
Withstand
Composure
Suggested Rote Skills
Investigation, Stealth, Subterfuge

The subject appears completely distinct from one event in their past per Potency. Any mundane attempt to link them to their occluded past through physical or circumstantial evidence fails, and supernatural attempts to link the subject to their past provokes a Clash of Wills. This spell has no effect on memories. Without the aid of Temporal Sympathy, only events in the unchanged past may be occluded.

  • +1 Reach: The subject is can not be tracked as their link to their own footsteps fades.

Five O’Clock Shadow (Time ••)

Practice
Veiling
Primary Factor
Duration
Suggested Rote Skills
Politics, Survival, Subterfuge

This spell allows a Mage to alter the subject’s apparent age, or to make them rapidly progress or regress through time: someone could be made to appear older or younger; a seed could become a plant, or a plant could become a seed; a plant could be made to bear fruit or wither away as though it were winter; hair and nails could be lengthened and shortened; a kettle could be made to boil or cool. The changes brought on by this spell are illusionary, and some supernatural powers (including Time Mage Sight) may see through them with a successful Clash of Wills.

  • +1 Reach: This spell may cause the subject to detect as being from another time entirely, or to detect as moving faster or slower through time, or any other number of temporal anomolies with a Clash of Wills.

Fog of Ages (Time ••)

Practice
Veiling
Primary Factor
Potency
Withstand
Resolve
Suggested Rote Skills
Academics, Larceny, Subterfuge

By means of this spell, an Apprentice of Time can hide the past from the subject. One consecutive Scene per Potency of the spell is obscured, meaning the subject can not remember it or acknowledge the results of it. +1 Reach: The scenes obscured by this spell no longer need to be consecutive.

  • +1 Reach: Instead of obscuring entire scenes, this spell can obscure specific events within a scene while leaving the rest of the event unchanged.

Procrastination (Time ••)

Practice
Shielding
Primary Factor
Potency
Suggested Rote Skills
Occult, Socialize, Survival

Sure the subject might have just been hit by a truck or eaten by a grue, and yes a Disciple of Time has to deal with the fact that actually happened… but… they’ll get around to it later. This spell protects the subject’s pattern from being changed by what is going on in the present. Up to one Condition, Tilt, or instance of Damage may be suspended per point of Potency. When Damage is suspended, you only suspend a number of health levels equal to Potency. Directly supernatural changes require a Clash of Wills to suspend. When this spell’s duration wears off, all suspended events affect the subject instantly.

  • +1 Reach: Once the spell ends, suspended effects happen at a rate of one per turn.

Arcadian Hours (Time •••)

Practice
Fraying
Primary Factor
Potency
Withstand
Target Spell’s Caster’s Arcana Rating
Suggested Rote Skills
Occult, Drive or Persuasion

The mage targets a spell causing it to be expended more quickly. If successful, this spell causes the targeted spell to elapse at a rate of (1 + Potency) times faster until this spell expires. This cannot reduce the duration beyond 1 remaining turn.

Changing the Clock Face (Time •••)

Practice
Weaving
Primary Factor
Potency
Withstand
Composure
Suggested Rote Skills
Academics, Stealth, Persuasion

This spell allows a mage to cause the subject to rapidly progress or regress through time up to one year per Potency. Unlike Five O’Clock Shadow, these changes are real. However, they produce no mechanical benefit or hindrance, but they may have cosmetic and some narrative impact. For instance, someone made older by this spell would look and feel different, but they would have the same traits and they would live the same length of time after this spell.

Le Temps Passe” (Time •••)

Practice
Weaving
Primary Factor
Potency
Withstand
Stamina, if supernatural (including mortal+)
Suggested Rote Skills
Medicine, Occult, Survival

The life of a mage is often an interesting and quite dangerous affair, stacked with innumerable difficulties which one of the largest is time management. The luxury to wait on plants to grow generations, a late planting season, or to press a project forward is something the Acanthus can ill afford and have derived this spell to speed the wheels along. Either due to the complexities of the spell or quirk of its design this spell tends to not have much effect on supernaturals.This spell allows the mage increase the linear speed at which the target grows or reactions happen per point of potency invested into its working. (Example, Potency 1 allows a beast to grow twice as fast, for potency 4 you quintuple the speed.) Due to the methodology this growth is lasting.

Long Day (Time •••)

Practice
Fraying
Primary Factor
Potency
Withstand
Stamina
Suggested Rote Skills
Academics, Socialize, Survival

This spell makes the subject profoundly feel every moment they’ve been awake, even if they’ve just awoken. They gain the Lethargic Condition as though they have been awake for 1 hour per point of Potency and must make an immediate roll to stay awake. At the ST’s discretion, subjects who don’t feel fatigue may be immune to this spell.

  • +1 Reach: The subject takes 1 Bashing Damage per point of Potency which can not be healed so long as the subject has the Lethargic condition.

Lost Time (Time •••)

Practice
Fraying
Primary Factor
Potency
Withstand
Composure
Suggested Rote Skills
Athletics, Academics, Socialize

People get lost in the moment—they are having fun, or hard at work, and suddenly it’s a few hours later and they are left wondering where the time went? This spell allows the Mage to degrade the subject’s ability to change with the progression of time, inflicting the Insensate Tilt. If they were engaged in a reasonably inane task that requires little important decision making (such as reading, playing a game, watching TV, etc) they will continue to do it.

  • +1 Reach: The subject becomes unaware of their surroundings for the duration of the spell.

Sequel (Time •••)

Practice
Weaving
Primary Factor
Potency
Withstand
Resolve
Suggested Rote Skills
Persuasion, Science, Survival

With this spell, a Mage can force someone to relive past trials and victories. The subject gains one mundane, non-persistent Condition or Tilt per dot of the spell’s Potency that they have experienced in the past. The mage can select conditions they know about, or simply seek out conditions that match broad criteria (in which case the subject’s player chooses something appropriate). Without the Temporal Sympathy Attainment, this spell can only cause someone to to be affected by Conditions and Tilts experienced in the Unchanged past.

  • +2 Reach: You may add a supernatural Condition or Tilt so long as you have another Arcana related to your choice rated at ••• or higher.

Accelerate Metabolism (Time ••••)

Practice
Perfecting
Primary Factor
Duration
Withstand
Stamina
  • If Resisted
Suggested Rote Skills
Athletics, Medicine or Science

The spell accelerates the bodies natural healing process. Normally the domain of Shamans this spell still see’s use from desperate mages despite it’s drawbacks. For each potency of the spell the subject’s healing times are halved. The spell however puts enourmous strain on the subject which gains the Drained condition once they’ve been under this spell’s influence for a number of hours greater than the target’s Stamina. The condition is persistent until the spells end. Afterwards it can be cleared by eating enough food and getting some rest.

  • +1 Reach: The subject’s accelerated metabolism helps them react faster granting +1 Initiative per Potency.
  • +1 Reach: The mage spends 1 additional Mana and subject(s) does not gain the Drained condition from this spell

Co-Temperus (Time ••••)

Mana Cost
1
Practice
Patterning
Primary Factor
Potency
Suggested Rote Skills
Larceny, Politics, Subterfuge

By making the present as indeterminable as the future, this spell can allow the subject to participate in multiple ‘potential presents’ simultaneously. The subject splits into one additional version of themselves per Potency. This is not a true division of the subject, but instead is the subject existing in multiple timelines. They share a single Willpower and Mana pool, but are otherwise treated as separate.

At the beginning of the subject’s turn, each version of themselves may perform their actions as normal. However, apply the results of only one version of the subject on the world around them, and each version of the subject completely ignores what the others do (sometimes even occupying the same space). For instance, if one version of the subject opens a door and goes through it, all other versions of the subject still have to open the door and walk through it.

If at the end of the turn the subject chooses to apply the changes of another version of themselves who did not open the door on the world, then the door would be closed at the end of the turn (having never been opened). Any supernatural powers that affect one or more versions of the subject affects all of them. When the spell ends or is canceled, only one version of the subject sticks around, and that version suffers all of the damage, conditions and tilts suffered by all other versions of themselves, but also gains all knowledge and experiences from the discarded versions of themselves.

  • Add Mind (••): The different versions of the subject may communicate telepathically.
  • +1 Reach: The different versions of the subject are more insulated from each other. When one or more of them is affected by a supernatural power, then they may roll a Clash of Wills to keep all other versions from themselves from being equally affected.
  • +1 Reach: The version of the subject that remains after the spell expires gains the worst damage from all versions of themselves, instead of all of it.
    • Note: A Space •••• equivalent of this spell exists, but relies on a duplication of the character’s spatial presence instead of timelines.

Encore (Time ••••)

Practice
Patterning
Primary Factor
Potency
Withstand
Composure
Suggested Rote Skills
Athletics, Expression, Science

By means of this spell, the Mage can cause someone to repeat the actions of the past. Without the Temporal Sympathy attainment, the Mage chooses one instant action the subject performed in the unchanged past. The subject performs that same action on their next turn. They perform the same motions and thoughts they did, without regards to their surroundings. This makes interacting with a changing world imprecise (i.e. striking an opponent who has moved would cause them to strike at the same spot).

  • +1 Reach: Instead of an instant action, the subject will repeat an entire Scene. This reach may be selected multiple times, causing the subject to repeat more than one scene’s worth of actions.
  • +1 Reach: The subject will adjust their motions to try and produce the same result as their prior actions. Someone who read a book will pick up that same book to read if it is handy. Someone who threw a punch would throw a punch at the same target if they are nearby. If the subject can’t achieve the same result with only minor adjustments, they will mime the action normally.
  • +3 Reach: As above, but the Mage may select new targets for the subject’s actions. The decision for what replaces the old target is made when the spell is cast, and that decision persists for the duration of the spell.

Hung Action (Time ••••)

Practice
Patterning
Primary Factor
Duration
Suggested Rote Skills
Athletics, Medicine, Subterfuge

One mundane instant action performed by the subject while this spell is active becomes “hung” in time. Resolve the effects of the action then, but instead of performing that action the subject merely passes their turn. When this spell’s duration ends or it is canceled, the suspended action affects the world. Many mages use the the Fate •• attainment Conditional Duration on Hung Action, so it releases its action under set circumstances.

  • Add Fate (••): Instead of suspending an action entirely, the Mage may suspend only their success. The suspended action appears to happen, yet it looks like a failure (or, at the subject’s option, a dramatic failure—this does not grant a beat). When the spell ends, it turns out the action was a success the entire time.
  • +1 Reach: The subject may hang one additional mundane action while this spell is active. This Reach may be selected multiple times.
  • +2 Reach: This spell may apply to Extended Actions as well as Instant Actions.

Stopwatch (Time ••••)

Practice
Unraveling
Primary Potency
Potency
Withstand
Resolve
Cost
1 Mana
Suggested Rote Skills
Occult, Science, Intimidation

The subject’s journey through time is slowed almost to the point of stopping. They attempt to do something, only to have the actions play out in slow motion as they are witnesses to their own body. To them the world moves with sudden, great speed. The subject’s Speed and Defense are reduced to 0. They declare their action at the beginning of the round, but it only takes place at the end of the round (in the order of the Mage’s choosing in the case of multiple subjects). Everyone else’s action coints as interrupting their action.

  • +1 Reach: The subject suffers the Immobilized Tilt as the slowing of Time becomes that much more all encompassing.

Weave The Tapestry (Time ••••)

Practice
Patterning
Primary Factor
Potency
Withstand
Resolve

A Mage may use this spell to guide the subject through multiple potential futures, ensuring that they pick what is best (or worst) for them. The Mage may cause the subject to reroll a number of mundane rolls equal to this spell’s potency. The mage chooses which rolls are rerolled, and whether to keep the old roll or use the new one. No dicepool may be rerolled more than once by this effect, even if another effect forces a reroll (in that case, you may perform a Clash of Wills to choose which roll to keep).

  • +2 Reach: This spell may affect spellcasting rolls and supernatural rolls.

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